All Projects

IDOpenedCategoryProjectSummaryStatusOperating SystemOpened bySeverityPriority
22062February 22 2017AudioUnofficial Fallout 4 PatchCompanions wont talk correctly.NewXBox OneMaxwellMediumVery Low Task Description

All companions excluding dogmeat cannot talk to the player character after completing the quest “Diamond City Blues” or “Hole in the Wall” commands such as trade, stay/follow, and cancel still function some times however talk cannot.

22061February 22 2017LocationsUnofficial Skyrim Special Edition PatchSignificant terrain height issue near Drunken Huntsman ...NewWindows PCJoeLowVery Low Task Description

Along the path leading to the side entrance of The Drunken Huntsman in Whiterun, the terrain very noticeably raises in a way that the ground’s appearance does not indicate, giving the effect of characters walking on thin air.

22058February 21 2017ItemsUnofficial Fallout 4 PatchDistress Pulser permanently emits distress signal if dr...NewWindows PCLowVery Low Task Description

If you obtain a distress pulser and then drop it and scrap it for materials at a settlement, it will permanently emit a distress signal.

(i have this bug at the moment in Sanctuary)

The bug is also mentioned in the link below.

http://fallout.wikia.com/wiki/Distress_pulser

22057February 21 2017Ars MetallicaArthmoor's ProjectsCorundum Ingot MissingNewXBox OneMarinVery LowVery Low Task Description

The option for smelting corundum ingots seems to be missing at smelters even when i have corundum ore in my inventory.

It should be noted that I am not using USSEP at the moment.

22054February 21 2017Placed ReferencesUnofficial Skyrim Special Edition PatchWaterfall near Coldwind Mine loweredFix PendingAllGarrettLowLow Task Description

There is a waterfall near Coldwind Mine that has a rock where the Z value was lowered. This makes it look like a portion of the river above goes to emptiness. There is also a plant near the same area where the Z value was also adjusted making it seem like it is floating.

The two Form ID’s are:
000A9BE7
000A9C05

22052February 20 2017ItemsUnofficial Fallout 4 PatchDisassembled Mini Nuke item names inconsistent with est...NewAllGroucho-14EVery LowVery Low Task Description

In Fallout 4, FNV, and F03, the ammunition for the Fat Man is named “Mini Nuke”. However, the disassembled components found in the Gorski Cabin cellar are named “MiniNuke”:

MiniNukePart01 “MiniNuke Hemisphere Core” [MISC:0017A772]
MiniNukePart02 “MiniNuke Stabilizer Fins” [MISC:0017A774]
MiniNukePart03 “MiniNuke Detonator Shell” [MISC:0017A776]
MiniNukePart04 “MiniNuke Beryllium Cap” [MISC:0017A778]

The names ought to match the established form, e.g. “Mini Nuke Hemisphere Core”.

22051February 20 2017QuestsUnofficial Skyrim Special Edition PatchThe Man Who Cried Wolf, Wolfskull CaveNeeds User FeedbackXBox OneCameronCriticalVery Low Task Description

I just got the quest called “The Man Who Cried Wolf” and I went to the cave to clear out Wolfskull Cave and, where you reach the ending of the cave where there is suppose to be a staircase leading down, there is a brick ice floor and it is blocking the way down. I have tried many things witht this quest and have failed to fix it. This is a pretty bad bug because I cannot get through the beginning of the quest. I am also 100% familiar with this quest so I know what is suppose to happen. If you wish to see pictures for more detail I will be able to provide.

22050February 20 2017MeshesUnofficial Skyrim Special Edition PatchStalhrim has no sounds attachedNewAllJustinLowVery Low Task Description

Drop a Stalhrim rock and it makes no sound.

22049February 20 2017LocationsUnofficial Skyrim Legendary Edition PatchHall of the Vigilant not clearable after level 10ConfirmedAllLukas KabaciauskasLowLow Task Description

Title says it all. After level 10 the Vigilants of Stendar are removed from that location and it cannot be cleared. Maybe add a vampire or two to make it clearable after level 10 or make it not clearable at all.

22048February 20 2017QuestsUnofficial Skyrim Legendary Edition PatchUnable to continue conversation after brawlsNewWindows PCLukas KabaciauskasVery LowVery Low Task Description

When you finish a brawl, and click to receive your 200 gold, you receive the gold, but can’t continue the conversation. Simply tabbing out ends the conversation, but doesn’t allow you to further continue hearing the dialogue.

22047February 20 2017Perks & SkillsUnofficial Skyrim Legendary Edition PatchArchery perks functioning incorrectlyNewWindows PCLukas KabaciauskasHighVery Low Task Description

Quick shot and ranger perks don’t reset when making skill legendary.

Quick shot doesn’t work properly (speeds up arrow draw time, but only visually, so even when it looks like the bow is fully drawn, it isn’t). The only workaround is to load a previous save file (this can be quite a problem if you only quicksave).

Ranger perk can sometimes not work as well, usually when crouching when getting the perk.

22045February 19 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchFloating Rock Cliff [0009D4BB]Fix PendingAllpabulum547LowLow Task Description

Image - http://imgur.com/a/EjD6L

FormID - 0009D4BB
Cell Coords - 34, -4

So far the object originates from Skyrim.esm and isn’t changed by anything in my (64 plugin) load order.

22044February 19 2017QuestsUnofficial Fallout 4 PatchCaptain Avery (NPC) completely missing, breaks multiple...NewXBox OnebillymagicHighVery Low Task Description

After trying to finish the quest “Changing the Tide”, it is impossible to find Captain Avery. I’ve linked to a forum where others are having the same problem (this isn’t the only one)

https://community.bethesda.net/thread/16679?start=0&tstart=0

What happened in my case was I could see she was trying to talk to me, but I had an optional objective left on the quest (Help the Mariner), and so I did the Red Death mission. Problem is that she must have tried to follow me- now the quest marker points to a non-existent place, and follows me around on the map. Tried everything, but can’t do the console command fix because I’m on the Xbox One. Simply moving her to somewhere in Far Harbor would probably fix it-

Thank you so much for any help-

22043February 19 2017MeshesUnofficial Skyrim Legendary Edition Patch[USLEEP] Wooden Mask - missing meshConfirmedAllBlackPeteLowHigh Task Description

https://imgur.com/a/YimBX

A fix specifically intended for SSE (refer to  FS#21915 ) was mistakenly included in USLEEP 3.0.8 and needs to be removed since it results in a missing ground model mesh which displays as a giant red exclamation symbol (see screenshot linked above) in the player’s inventory and when you drop it to the ground. This is a problem only in the Legendary Edition (so USLEEP only and not USSEP) since the fix should have only been included in USSEP.

Note: Arthmoor said that he has removed the “edit” mentioned above from USLEEP so it should “supposedly” be ready to go whenever we end up releasing the next update.

22041February 18 2017Quests / DialogueAlternate Start - Live Another LifeLeftover/wrong reference to Helgen during Quest "No One...NewAllbratmaxeLowVery Low Task Description

During Quest “No One Escapes Cidhna Mine” (ID: MS02) when talking to prisoner “Braig” and he asks “When was the first time you felt chains around your wrists?”, there is still the option to answer “It was in Helgen. I was being sent to the executioner.”

22039February 17 2017MagicUnofficial Skyrim Legendary Edition PatchCure Poison doesn't work on Afflicted poison sprayConfirmedAllOpt OutLowVery Low Task Description

Potions of Cure Poison do not work on the Poison Spray effect that Afflicted can inflict on the player. The player continues to take full damage for the full duration even after consuming a Cure Poison potion.

22024February 09 2017ActorsUnofficial Fallout 4 PatchKesslerNewAllLowVery Low Task Description

Kessler is the lady in charge at Bunker Hill. She is the only NPC that can give you control of the settlement and that can only happen after the Battle of Bunker Hill. However she can die in the Battle making gaining Bunker Hill as a settlement impossible to achieve. It is possible to bring her back to life if on PC (Resurrect 1) if you can find her body. But this work round will not work for console users. The bug is mentioned in the wiki.
Any chance she could be made essential until after the Battle of Bunker Hill?

22023February 07 2017Placed ReferencesUnofficial Skyrim Special Edition PatchMisplaced thickets and shrubs (4)ConfirmedAllBlackPeteLowLow Task Description

010009FF, 01000A3A, 01000A60, 01000A66, 01000A67, 01000A6F, 01000ABB, 01000AEB, 01000AEC, 01000AF2, 01000B01, 01000B02, 01000B08, 01000B09, 01000B0A, 01000B0B, 01000B14, 01000B15, 01000B20, 01000B21, 01000B24, 01000B25, 01000B26, 01000B4A, 01000B4B, 01000B4C, 01000B4D, 01000B4E, 01000B4F, 01000B75, 01000B76, 01000B77, 01000B78, 01000B79, 01000B7A, 01000B7B, 01000B86, 01000B87, 01000BA6, 01000BFC, 01000BFD, 01000BFE, 01000BFF, 01000C01, 01000C02, 01000E28, 01000EF2, 01000EF3, 01000F33, 01000F34, 01000F35, 01000F36, 01000F39, 01000F3A, 01000F62, 01000F71, 01001100, 01001106, 01001107, 01001108, 01001116, 0100111A, 0100111B, 0100111C, 0100111D, 0100111E, 0100111F, 01001120, 01001121, 01001122, 01001123, 01001124, 01001125, 01001126, 01001127, 0100112C, 0100112D, 01001142, 01001145, 0100115E, 0100115F, 01001167, 01001168, 0100117E, 0100117F, 01001194, 01001197, 0100119A, 010011A2, 010011A3, 010011A8, 010011A9, 010011AA, 010011B6, 010011C0, 010011C1, 010011C7, 010011CE, 010011D0, 010011D1, 010011D5, 010011EF, 010011F0, 010011F1, 010011F3, 010011F5, 010011FA, 010011FF, 01001200, 01001201, 01001207, 01001208, 01001211, 01001212, 01001214, 01001218, 01001219, 01001222, 01001223, 01001224, 01001250, 01001251, 01001252, 01001253, 01001254, 01001255, 01001261, 01001267, 01001292, 01001293, 01001294, 01001296, 01001297, 01001298, 01001299, 0100129A, 010012B8, 010012CB, 010012CC, 010012CD, 010012CF, 010012D1, 010012D2, 010012D3, 010012D8, 010012DE, 010012E1, 010012EA, 010012F0, 010012F1, 010012F5, 010012F8, 010012FD, 010012FE, 01001303, 01001306, 01001309, 01001311, 01001312, 01001313, 01001319, 0100131C, 01001323, 01001336, 0100133C, 0100133D, 01001341, 01001342, 01001343, 01001344, 01001345, 01001346, 01001347, 01001348, 0100134D, 01001395, 010013C1, 010013CB, 01001412, 01001413, 01001414, 01001475, 01001476, 010016B1

22018February 04 2017LocationsUnofficial Skyrim Special Edition PatchTwo Orc Stronghold Longhouses don’t have any locklists ...NewAllMultiphorLowVery Low Task Description

Two Orc Stronghold Longhouses don’t have any keys for them. They are Largashbur and Narzulbur. The Orc NPCs for those strongholds should be added to a locklist for those Orc Strongholds.

22017February 04 2017LocationsUnofficial Skyrim Special Edition PatchTwo Orc Stronghold Longhouses don't have any keys for t...NewAllMultiphorLowVery Low Task Description

Two Orc Stronghold Longhouses don’t have any keys for them. They are Largashbur and Narzulbur. The Orc NPCs for those strongholds should have keys in their inventory for anything that should be locked.

22001February 03 2017Placed ReferencesUnofficial Fallout 4 PatchExploit for unlimited Fiber Optics and CrystalsNewAllDSoSHighVery Low Task Description

In lower area (basement?) of the museum in Jamaica Plains, unless patched by Beth, you can get unlimited Fiber Optics and Crystals.

Once you harvest all of the lasers, you activate the big red button by the door (to open the metal door). Activate the button a SECOND time and it respawns the lasers again. Rinse and Repeat.

https://youtu.be/HnaGTw48YYU

21999January 31 2017PapyrusUnofficial Skyrim Legendary Edition PatchVolkihar Ruins - Doors won't openNewWindows PCMediumVery Low Task Description

2nd attempt...

I ran into an issue with the USLEEP, two doors won’t open.

1.
020176C8, the first door right after entering Volkihar Ruins

2.
02018AD4, the secret door (a fireplace) in the room with some coffins and gargoyles. It can be opened with the candleholder on the wall left from the fireplace. After that you enter the portal room.

I’ve figured out that both doors have the script default2StateActivator attached. When I remove the script entries in XEdit the doors open as expected.

What is this script good for? Do you have an idea what prevents it to run properl in my game (maany mods running)?

21996January 31 2017ItemsUnofficial Fallout 4 PatchHandmade Rifle Long covered welded barrel flash glitchNewAllYYCLowVery Low Task Description

Long covered welded barrel, which gives handmade rifle the shape of an ordinary AK-47, has an issue.

Flash appears in middle of the gun. Bullet is also fired from middle of the gun, not the end of the barrel. Both in 1st person view and 3rd person view.

I have checked every other modifications, and flash appears at the end of the barrel when using other barrels.

Therefore, I pointed out that Long covered welded barrel is the problem.

21994January 31 2017ActorsUnofficial Fallout 4 PatchSolution: Companions repeat their random dialogue non-s...NewAllspacefiddleLowVery Low Task Description

When a companion is dismissed anywhere, they are found at that location repeating all their random voice lines non-stop. This is because an error in FollowersScript sets the values of both IdleChatterTimeMin and IdleChatterTimeMax to zero, causing constant firing. The source of the error appears to be that a variable is being used in a function that only accepts a float as a parameter, resulting in NONE.

The intent seemed to be: the companions have an interval to say their lines - when they are picked up as a companion, store those values and swap in a different pair of values - then when they are dismissed, swap back to restore original values. Except this did not work, zero is cached, None is set when the invalid parameter is passed in; and that’s that, Min and Max are zero forever.

I’ve fixed this in a patch but since it’s FollowersScript, it is incompatible with anything. This fix should be made baseline.

The relevant lines in FollowersScript are:

Around line 606 - gets the HARDCODED values from the CK, and sets up two values to “cache the current value.” Actor in-game seems to get these values at this stage.

Around line 1070 - this is where the values get swapped on acquire / dismiss.
Line 1102: I believe the function
— ;IDLE CHATTER - set them back
CompanionActor.SetValue(IdleChatterTimeMin, CachedIdleChatterTimeMin)
CompanionActor.SetValue(IdleChatterTimeMax, CachedIdleChatterTimeMax)
— does not accept variables. It seems to set companions to 0 at this stage, going by getting values from actors in-game at various points before and after dismissal. I commented out this call entirely since I can’t think of any good reason to change this interval.

At line 1084 (companion acquire), instead of blindly cacheing what we assume is a valid value with no sanity checks, I just set:
— CompanionActor.SetValue(IdleChatterTimeMin, 600)
CompanionActor.SetValue(IdleChatterTimeMax, 900)

and then they STAY QUIET when dismissed, for at least 10 minutes and possibly up to 15 :P

I am attaching the copy of FollowersScript that I edited and commented.

At launch, the interval values were Min 600 and Max 900: 10-15 minutes between random lines. This seems rational. It remained at these values until Nuka-World, which for some ungodly reason set Min and Max to 240 and 300 - meaning even if it worked, 4-5 minutes between the five random lines they say. If you fix this, I implore you to go with the original intended Vanilla default :).

21989January 29 2017QuestsUnofficial Fallout 4 PatchCan't buy dogsNewAllLowVery Low Task Description

I have all the DLC’s but its happening in the ‘Wealth so no idea where the bug comes from. I can’t buy a dog from Gene in the ‘wealth or from Erickson on Far Harbor. Just get the You don’t have anywhere to keep him and the convo exits...even though I have several such places that will accept a dog, kennels all ready etc I don’t get a list show up. I suspect its something to do with the dog cages but no real clue.

21982January 28 2017AudioUnofficial Fallout 4 PatchMr. Gutsy at General Atomics Gallery have no soundNewAllLowVery Low Task Description

when talking to a guard mr.gutsy at General Atomics Gallery the subtitle is displayed, but there’s no dialogue sound

21981January 28 2017ActorsUnofficial Fallout 4 PatchChase stands in one point in Acadia "The Arrival" questNewWindows PCLowVery Low Task Description

Same as Bug #21256 - Paladin Brandis stands in one spot aboard the Prydwen because his post-quest NPC has no sandbox package

Chase stands in one spot in the first room downstairs at Acadia after completing “The Arrival” quest

21978January 28 2017MagicUnofficial Skyrim Special Edition PatchHuntsman's Prowess isn't affected by fortify destructio...NewWindows PCwang ming hengLowVery Low Task Description

I have stacked up 100% destruction reduction but custom enchanted weapon with huntsman’s prowess still requires charging.

21977January 28 2017ActorsUnofficial Fallout 4 PatchAstoundingly Awesome Tales #2NewAllFLowVery Low Task Description

Astoundingly Awesome Tales #2 (001E3CE6) PerkMagAwesomeTales11

Keyword condition for the perk is HasKeyword ap_gun_Scope == 1, in game no weapon, scoped or not, has the displayed or actual inflicted damage value changed.

Changing the keyword to HasScope == 1 (copied from Sniper), causes scoped weapons to both display and inflict the correct 5% more damage.

21975January 28 2017Perks & SkillsUnofficial Skyrim Special Edition PatchGreen Thumb (Alchemy perk) text error with Hearthfire p...NewAllAdamVery LowVery Low Task Description

I have planted a few things in the Lakeview Manor outdoor planters, and on collection, they do not seem to be affected by the "Green Thumb" alchemy perk, which grants double the ingredients for collected plants.
I have not tested the greenhouse planters because I do not have the greenhouse.
However, a wiki page seems to refer to the same problem, under "Planting".

Here are some screenshots demonstrating a faulty collection.

I do not know if the intended amount of plants to be collected should be doubled, or if the extra (2) should be removed.
I'm leaning towards the top-left text being a visual error, since planters already grant large amounts of ingredients.

There is also an example of FS#21364 included, with an improper trigger zone.

21974January 27 2017Settlements & WorkshopsUnofficial Fallout 4 PatchSettlers and guards et al all disappear from settlement...NewWindows PCLowVery Low Task Description

Its a weird one and doesn’t happen all the time. But intermittently I will travel to a Far Harbor settlement to do some work on something and at 8pm instead of going to the bar EVERY single inhabitant including the guards will leave the settlement, very purposefully but not with weapons drawn and all trail off down the road en masse.
If I ring the settlement bell they will come back and when the timer on that runs out they will go to the bar as if nothing at all had happened and use their beds as usual, if I don’t ring the bell they wander back in randomly the following morning to start work. I watched them do this 2 nights consecutively at Longfellows Cabin - should probably have trailed them but was too busy trying to see if I had done something weird to cause the behavior - then I tried the bell, did that 2 nights on the trot and the third night it stopped. Just had it reoccur at The National Park Visitors Centre. I don’t use any mod which adds patrols to Far Harbor to the best of my knowledge but I have seen someone else with the exact same issue reporting it on a mod page which adds patrols. The mod was NPC’s travel no 16987, poster was Dw7ar215D 26th Jan.

21973January 27 2017ItemsUnofficial Fallout 4 PatchMinigun mod - Standard BrakeNewAllsupercentoLowVery Low Task Description

Minigun standard brake module no exists. Not appear in “MODULES” Pip-boy.

21972January 26 2017MeshesUnofficial Skyrim Legendary Edition PatchMale Glass Armor Mesh and UV brokenNewAllVery LowVery Low Task Description

The male glass armor has some issues, places where the mesh is damaged and the UV is stretched. In some areas the mesh has extra vertices that create holes in the mesh or areas in which the UV is not utilized and is stretched, when the mesh could be used. Another issue is that half of the mesh has vertex shading in some areas and the other half does not.

I am making the edits now, and it should be available this week.

21970January 26 2017ActorsUnofficial Skyrim Special Edition PatchFollower Continuously Blocking When Weapon is Unsheathe...NewXBox OneMariahMediumVery Low Task Description

I have happened upon a most frustrating glitch in the game, I have gone through all the proper discourse: yet it remains. Currently, Teldryn Sero– a spellsword in Solstheim– is under the employ of my lvl. 86 Dunmer rogue. At first everything was well: I equipped him with a Holy Daedric Sword, upgraded Morag Tong armor, and with about six dozen potions. We then traveled to Skyrim and gallivanted around, he would use his normal form of combat: spell in one hand (generally conjure flame atronach, or fire bolt) that he would use in tandem with his sword, at times he would also use the dragonbone bow I gave him.
We then traveled back to Solstheim after traveling across the whole of Skyrim, where I was approached by some Skaal hunters attempting to take down a Netch near Raven Rock: this was when I noticed the bug arose. Teldryn will draw his sword, but hold it as if he were blocking. Just as well: he will have an active spell in his left hand (you would see his left hand glowing with a spell while he was holding it), yet he would never use the spell he had equipped. Instead, he will use only melee combat on enemies that are directly next to him: he no longer uses any ranged form of attack, and he will move very slowly because he is blocking. He also attacks more slowly, as he will always block between hits. Thus, he has become more of a hindrance than a boon.
I have removed all mods, and reinstalled them. The only mod I currently have that would affect AI and NPC behavior would be “The Paarthurnax Dilemma” (of which only the Blades, Paarthanax and Graybeards are affected). I have removed all of Teldryn’s equipment, yet he will somehow acquire a hunting bow and use this bow to block. I have dismissed him to reset his Follower AI, I have used the Wabbajack on him, I have equipped him with different weapons: yet the result is the same. The also unfortunate predicament remains that I never have more than 3 saves per character, all recent saves: as a habit used on my vanilla version of the game, where the game constantly freezes and crashes. The installed mods I currently have will be listed below in their current load order, perhaps as insight:

- Unofficial Skyrim Patch (XB1)
- Apocalypse - Magic of Skyrim
- [Xbox] S’rendarr’s Arsenal
- Better Auriel’s Bow
- Drakons Sun Enchantment [Xbox]
- Craftable Everything: Dawnguard Special Edition (XBOX1)
- RS Children Overhaul
- romangoss’s Snow Elves [XB1]
- KS Hairdos Lite
- Adorable Females
- Seraphim Vanilla Armor and Clothing Replacer
- [XB1] Ashara Skyrim Characters as Presets
- Seraphim Female Body Replacer - Basic Edition [XB1]
- [XB1] Chris57 and Sundracon Male body - no hair - HD textures
- Natural Eyes
- Better Sun Spells Arsenal Version [XB1]
- Enhanced Blood Textures
- Levelers Tower v4.4
- Removes colour patches from various meshes.
- FE [WIP] Snow Elf Dawnguard Edition [XBOX ONE]
- Stones of Barenziah Quest Markers [XB1]
- The Paarthurnax Dilemma
- [X1] Human Skin Tones for ALL Elven Races

I shall also attach links to screenshots of this occurrence below, as I read was proper discourse in reporting a bug to this site. As a level 85 character, my rogue doesn’t necessarily NEED a follower. Yet I was rather enjoying Teldryn’s company before this confounding bug occurred, effectively rendering his usefulness as a follower obsolete. If this could be resolved, I–and possibly others– would be most grateful.

Thank you for your time :)

21969January 26 2017NPCsCutting Room FloorNo actors flagged as rich for radiant quest rewardsInvestigatingAllRobert MorleyVery LowVery Low Task Description

Both Inheritance (WIKill03) and An enemy’s gratitude (WIKill04) allow for the possibility of “rich” victims, however there are no NPCs in the game that are flagged as rich (i.e., TraitRich keyword is applied to victim).

It’s debatable whether this constitutes a bug or a choice, but I thought I’d mention it and see what you thought.

21968January 25 2017QuestsUnofficial Skyrim Special Edition Patch"Missing In Action" Quest Objective StuckNewXBox OneCraigLowVery Low Task Description

I’m stuck on the quest “missing in action”, I waited too long with the quest in my log and now if I go in the grey-mane home (which I have to lock pick) and speak to Fralia the quest objective will not change from “meet Fralia in her home” and I can’t go any further in the quest- all I can do is speak to her again and I cannot find a work around. Fralia and Avulstein do not become hostel or accuses me of trespassing and I can use the wait function in the home so this is not because I had to lock pick the door.

I know others have had similar problems with this quest but can’t find any reports of this problem.

Also thank you for all the effort you put into patching Skyrim. You guys are great.

21964January 25 2017ActorsUnofficial Skyrim Special Edition PatchBlood On The Ice Quest BugNewXBox OneTyler ForbesHighVery Low Task Description

I was playing through this quest line in Windhelm and it went fine until I imprisoned wulfarth the court wizard at the palace of kings. Next time I enter the city a guard is supposed to notify me of another recent murder and this is when we find out calixto is the real killer but this doesn’t happen at all. As i come from the stables outside the city Arivanya’s (The recent murder victim) corpse is located just outside the city door. I enter the city and no guards or nothing. I’m personally familiar with the quest so i went to the palace of kings prison to speak to wulfarth and the normal dialogue options are there for the next step however after the conversation i’m given no quest objective telling me to patrol the stone quarter like I normally am. I just walked around the stone quarter however anyway and I saw Calixto running as usual but he was following Niranye (Another Altmer In The City) and he follows her past the graveyard and stand still just up the steps in Valunstrad. They just stand still Calixto behind her and when I try to speak to Calixto I get a notification saying “This person is busy” however I can speak to Niranye fine and am given the usual dialogue options with her. Nothing else continues from there.

21959January 24 2017ActorsUnofficial Skyrim Special Edition PatchBug with Maven for becoming Thane of RiftenNewXBox OneTyler BartonMediumVery Low Task Description

There is a bug where if you complete the Imperial quest-line and Maven becomes the jarl of Riften before you yourself become thane of Riften, you cannot talk to Maven about becoming thane at all, even after completing quests and purchasing property. Can this be fixed?

21955January 23 2017ActorsUnofficial Skyrim Special Edition PatchTalvur's body is missingNewAllLowVery Low Task Description

On the road between Soljund’s Sinkhole and Old Hroldan there is a small camp with tho dead persons - Tavlur and Karan. Seems that Tavlur’s body is missing. Checked under the terrain, but no luck.

Video: https://www.youtube.com/watch?v=NxUSMeNLhKc

21954January 23 2017QuestsUnofficial Skyrim Special Edition PatchForbidden Legend Quest-line Glitch InvestigatingXBox OneMatthew LewyCriticalVery Low Task Description

Back Story:
During a play through I managed to accidentally glitch and break the Forbidden Legend Quest line. I presume during the step between “Investigate the Gauldur Legend” and “Learn the truth from Daynas Valen”. The “Investigate the Gauldur Legend step requires you to find Daynas Valen’s notes, and the step “Learn the Truth from Daynas Valen” requires you to find his body and pick up quest items from the body (Ivory Dragon Claw, and his notes).

Here’s the problem:
As I was oblivious to the mission since I did not have it equipped, I went through the mission area (Folgunthur) missing the notes, but I picked up the claw from Daynas Valen’s Body (which was obviously part of step 2) and cleared out the dungeon. When I decided to finally start the quest I found the notes I had missed and then I had to investigate Valen’s body and pick up the claw, to which I had already done.. so the mission still wants me to pick up the claw from his body.. I also can’t drop the claw because it’s a quest item. So now the quest is broken with a marker leading to Valen’s Empty Body.

Maybe I was stupid but I’ve realised this could be broken without even starting the questline..

21951January 23 2017QuestsUnofficial Skyrim Legendary Edition PatchBounty: Dragon bugged in some casesNewAllRobert MorleyMediumVery Low Task Description

During the quest Bounty: Dragon (BQ04), it appears that the dragon will not be correctly spawn (respawn?) at Mount Anthor. There are a few reports of this on UESP's page.

It’s possible that this is not unique to Mount Anthor, but just having killed the target dragon previously. I believe I did that, but I’m not 100% sure. The other reports on the page don’t mention it either way.

Also, at least for Mount Anthor, it seems that it wants to path you through some bizarre location. For me and one other person, it thought that the target was inside Markarth (but still seemingly at the same map coordinates as Mount Anthor); for another person, it was inside the EEC. Trying the console command MOVETOQT BQ04 simply caused the game to crash.

It’s riddled with mods, but I’ve attached a saved game, in case it’s useful.

21935January 22 2017AnimationsUnofficial Fallout 4 PatchForced reload when switching to third person perspectiv...NewAllVictorMediumVery Low Task Description

A bug forces the player to reload if they change from first to third person perspectives during animations which play between shots, like cycling the bolt on the hunting rifle. This is particularly bad when using a scope in third person; taking a shot and dropping the scope forces a reload every time. This looks like it should be a 100% occurrence, but doesn’t seem to be that widely reported, possibly because the conditions are fairly specific.

Link to fix is attached, an edited copy of “Meshes\Actors\Character\_1stPerson\Behaviors\GunBehavior.hkx”.

21929January 21 2017Perks & SkillsUnofficial Skyrim Legendary Edition PatchPerks, skills and magic effects descriptions about arch...InvestigatingAllNico coiNMediumMedium Task Description

A user reported this in the french community and I mirror it here. According to him, several perks, skills and magic effects affect both bows and crossbows but only bows are mentioned in their descriptions. SSE is also affected.
List of perks, skills and magic effects coming in subsequent comments below. Other Patch Team Projects members advice required.

21927January 21 2017QuestsUnofficial Fallout 4 PatchCleanup incomplete/bad after Battle of Bunker Hill - po...NewWindows PCLoneWandererMediumVery Low Task Description

Game version: 1.8, no mods at all and no UFO4P.

Faction relation at the start of the quest: BoS friendly, RR friendly, Minutemen friendly - was targeting the MM ending. Institute obviously friendly because of the quest.

What I did:
Informed RR, but not BoS.
Met with Courser, and went inside as fast as possible. The Courser fights both BoS and RR, Player does nothing - remains neutral and is not attacked by anyone. Settlers cower and are not attacked.
Inside cell (cellar) - like outside. RR turrets also friendly to Player.
After reaching the synths Player was asked by them to free them or leave them be in peace. Player agreed to free them and the Courser became hostile - new objective ‘Kill the Courser’.
After killing the Courser - next objective ‘Deal with the Synths’. This was not possible, since it was already done, all dialogues with each on of the Synths were only standard responses. Did not accept the bribe before Courser became hostile.
But killing the Courser also started a new quest: “Meet Father at CIT ruins roof”. While combat still was in progress Player left Bunker Hill. Player remained neutral and was not attacked.
I decided to end the Institute quest line here. Is not strictly necessary, but possible. So I was unfriendly to Father and left the Institute. Quest “Kicked out from the Institute” started.
Faction relations after this: BoS friendly, RR friendly, MM friendly, Institute hostile.

In the Pipboy the quest ‘Battle of Bunker Hill’ was shown as done. But the objective ‘Deal with the Synths’ was never reached.

Situation in Bunker Hill after being kicked out from the Institute:
BoS soldiers still present, attack RR agents, also still present, when they see each other. RR agents attack caravan guards (seems to be Docs caravan). BoS soldiers present long after end of the main quest (Institute vanquished with the Minutemen). BoS troops quite superfluous and inactive, but make comments and can be talked to, with standard answers.

Settlers and caravan personnel all keep cowering in fear, but can be interacted with normally. Settlement can be won, if the quest for the mayor was done before. Settlement works normally, but all NPC animations are off, NPCs keep cowering. Fast traveling, save & load, game restart does not change this. This persists even after the end of the main quest (MM ending).

The cowering can be fixed with the console:
Enter ‘stopquest ef21c’ Then go to a closed cell. Wait 24 hrs.

This fix works, it seems to stop the state ‘Battle of Bunker Hill’, which was loaded at the beginning. This quest state is never stopped. But it does not fix the remaining NPCs (BoS and RR), the synths remain in the cellar indefinitely, the RR agents there too. So I think, either it was thought that all BoS and RR would be dead at the end, and no cleanup was added, or there is a cleanup which is not done properly, maybe because of Player being friendly to both, BoS and RR. This includes missing cleanup of cowering NPCs (Battle State for Bunker Hill), which is clearly a bug.

Should be easy to see, and is reported on the Internet - many people had this situation. If one does not (or cannot) use the console fix, the NPCs in Bunker Hill cower until the game is ended.

I think, not only the cowering should be fixed, the Bunker Hill NPCs should be cleaned up too. The bodies of killed RR agents and BoS on the outside disappear, so maybe there is no quest running in the background, they are removed because their aliases do not belong to a quest. So maybe it was intended this way. But the cowering is clearly a bug.

21926January 21 2017TextUnofficial Fallout 4 Patch10mm pistol mod - Long Light Ported BarrelNewAllsupercentoLowVery Low Task Description

10mm pistol mod called “Long Light Ported Barrel” should name the pistol as “[Long Light Ported]” because already exists “Long Barrel” as “[Long]” and “Long Light Barrel”.

21925January 21 2017TextUnofficial Fallout 4 Patch10mm pistol mod - Long Ported BarrelNewAllsupercentoLowVery Low Task Description

10mm pistol mod called “Long Ported Barrel” should name the pistol as “[Long Ported]” because already exists “Ported Barrel” as “[Ported]”.

21924January 21 2017TextUnofficial Fallout 4 Patch10mm pistol mod - Long Light BarrelNewAllsupercentoLowVery Low Task Description

10mm pistol mod called “Long Light Barrel” should name the pistol as “[Long Light]” because already exists “Long Barrel” as “[Long]”.

21923January 21 2017TextUnofficial Fallout 4 Patch10mm pistol mod - Rapid Automatic ReceiverNewAllsupercentoLowVery Low Task Description

10mm pistol mod called “Rapid Automatic Receiver” should name the pistol as “Auto pistol” and not vanilla “Pistol”.

21921January 21 2017QuestsUnofficial Fallout 4 PatchQF_DN054_00048516 - None: is not valid power armor furn...NewAllSclerocephalusLowMedium Task Description

[07/17/2016 - 02:18:50AM] error: None: is not valid power armor furniture.
stack:

[ (0011685B)].Actor.SwitchToPowerArmor() - "<native>" Line ?
[DN054 (00048516)].Fragments:Quests:QF_DN054_00048516.Fragment_Stage_0005_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_DN054_00048516.psc" Line 42

In the stage 005 fragment:

if Alias_Zeke.getActorReference().isinCombat() == false

  Alias_Zeke.getActorReference().SwitchtoPowerArmor(none)

endif

According to the Wiki, this is allowed to get an actor out of his armor. They don’t say anything about errors being thrown:

http://www.creationkit.com/fallout4/index.php?title=SwitchToPowerArmor_-_Actor

21919January 21 2017QuestsUnofficial Skyrim Special Edition PatchAludin's Bane cutscene won't start after reading Elder ...NewXBox OneJonMediumVery Low Task Description

I read the Elder Scroll at the Summit of the Throat of the World and it transports me back in time, however I cannot turn the player camera, I see one of the Nordic Heroes run buy and the cutscene will not start. I have reloaded multiple times.

21917January 21 2017TerminalsUnofficial Fallout 4 PatchTERM_DN015_PuzzleTerminal_0016D8C5 - Cannot add text re...InvestigatingAllSclerocephalusLowMedium Task Description

[07/12/2016 - 09:38:52PM] error: Cannot add text replacement pair for missing data
stack:

[ (0016D86A)].ObjectReference.AddTextReplacementData() - "<native>" Line ?
[DN015Puzzle (0016D8C7)].dn015puzzlescript.ClearFakeNames() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015PuzzleScript.psc" Line 125
[DN015Puzzle (0016D8C7)].dn015puzzlescript.RunScan() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015PuzzleScript.psc" Line 88
[ (0016D8C5)].Fragments:Terminals:TERM_DN015_PuzzleTerminal_0016D8C5.Fragment_Terminal_05() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Terminals\TERM_DN015_PuzzleTerminal_0016D8C5.psc" Line 18

[07/12/2016 - 09:42:59PM] error: Cannot add text replacement pair for missing data
stack:

[ (0016D86A)].ObjectReference.AddTextReplacementData() - "<native>" Line ?
[DN015Puzzle (0016D8C7)].dn015puzzlescript.ClearFakeNames() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015PuzzleScript.psc" Line 125
[DN015Puzzle (0016D8C7)].dn015puzzlescript.RunScan() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015PuzzleScript.psc" Line 88
[ (0016D8C5)].Fragments:Terminals:TERM_DN015_PuzzleTerminal_0016D8C5.Fragment_Terminal_05() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Terminals\TERM_DN015_PuzzleTerminal_0016D8C5.psc" Line 18
21908January 19 2017Placed ReferencesUnofficial Fallout 4 PatchDefaultEnableDisableTrigScript - Cannot call IsEnabled(...ConfirmedAllSclerocephalusLowMedium Task Description

[01/16/2017 - 02:05:35AM] error: Cannot call IsEnabled() on a None object, aborting function call
stack:

[ (0012B940)].DefaultEnableDisableTrigScript.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultEnableDisableTrigScript.psc" Line 40

[01/16/2017 - 02:05:35AM] warning: Assigning None to a non-object variable named “::temp1” stack:

[ (0012B940)].DefaultEnableDisableTrigScript.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultEnableDisableTrigScript.psc" Line 40

[01/16/2017 - 02:05:35AM] error: Cannot call IsEnabled() on a None object, aborting function call
stack:

[ (0012B940)].DefaultEnableDisableTrigScript.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultEnableDisableTrigScript.psc" Line 43

[01/16/2017 - 02:05:35AM] warning: Assigning None to a non-object variable named “::temp13” stack:

[ (0012B940)].DefaultEnableDisableTrigScript.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultEnableDisableTrigScript.psc" Line 43

This trigger is missing a linked reference (the sole purpose of having this script attached is to enable or disable a linked reference; the script doesn’t do anything else).

21906January 19 2017Placed ReferencesUnofficial Fallout 4 PatchDefaultRefOnTriggerEnter - cannot call GetStageDone on ...ConfirmedAllSclerocephalusLowMedium Task Description

[01/16/2017 - 02:09:21AM] error: Cannot call GetStageDone() on a None object, aborting function call
stack:

<unknown self>.defaultscriptfunctions.TryToSetStage() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultScriptFunctions.psc" Line 12
[ (001E63BD)].defaultrefontriggerenter.TryToSetStage() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultRef.psc" Line 30
[ (001E63BD)].defaultrefontriggerenter.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultRefOnTriggerEnter.psc" Line 28

[01/16/2017 - 02:09:21AM] warning: Assigning None to a non-object variable named “::temp0” stack:

<unknown self>.defaultscriptfunctions.TryToSetStage() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultScriptFunctions.psc" Line 12
[ (001E63BD)].defaultrefontriggerenter.TryToSetStage() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultRef.psc" Line 30
[ (001E63BD)].defaultrefontriggerenter.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultRefOnTriggerEnter.psc" Line 28

[01/16/2017 - 02:09:21AM] error: Cannot call GetStageDone() on a None object, aborting function call
stack:

[ (001E63BD)].defaultrefontriggerenter.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultRefOnTriggerEnter.psc" Line 29

[01/16/2017 - 02:09:21AM] warning: Assigning None to a non-object variable named “::temp2” stack:

[ (001E63BD)].defaultrefontriggerenter.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultRefOnTriggerEnter.psc" Line 29

Yes, this is now a placed references issue, because ...
... DefaultRefOnTriggerEnter extends DefaultRef, and when it tries to access the properties of DefaultRef (i.e. the parent script), papyrus complains that they are all none.

Does this sound familiar ?

So you now have to go through all affected references and set the properties locally.

It turned out that they must have been aware of that issue, and did set correct properties locally on most of these triggers.

This one is just a rare exception, as it has no properties set at all. The layer it’s in suggests that it should set a stage on DN084 (the mass fusion quest), but there is no way to tell which one.

21904January 18 2017MeshesUnofficial Fallout 4 PatchWasteland Workshop DLC mesh "WorkshopConcreteWall02.nif...NewWindows PCInsanePlumberLowVery Low Task Description

Mesh “Meshes\DLC02\SetDressing\Workshop\ConcreteWalls\WorkshopConcreteWall02.nif” missing one CPA (Connect Points)

21901January 17 2017LocationsUnofficial Fallout 4 PatchBest Left Forgotten quest. Accesing DiMA's memories via...NewWindows PCxer0dMediumVery Low Task Description

[01/17/2017 - 11:55:24PM] error: (0303DC5A): model was not loaded when we tried to play an animation on it (most likely you’re calling for animations in OnInit.).
stack:

[ (0303DC5A)].DLC03:ADV022HeadGearScript.PlayAnimationAndWait() - "<native>" Line ?
[ (0303DC5A)].DLC03:ADV022HeadGearScript.Extended.::remote_ObjectReference_OnTriggerLeave() - "<unknown file>" Line ?
21890January 16 2017PapyrusUnofficial Fallout 4 PatchDN015LaserEmmitterScript - Cannot call play() on a None...NewAllSclerocephalusLowVery Low Task Description

[07/12/2016 - 09:05:28PM] error: Cannot call play() on a None object, aborting function call
stack:

[ (0016D8B3)].DN015LaserEmmitterScript.Disarmed.OnBeginState() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 76
[ (0016D8B3)].DN015LaserEmmitterScript.GotoState() - "g:\_F4\Art\Raw\ScriptsMilestone\ScriptObject.psc" Line 42
[ (0016D8B3)].DN015LaserEmmitterScript.SetArmed() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 86
[ (00092107)].DN015Fabricator.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015Fabricator.psc" Line 35

[07/12/2016 - 09:05:28PM] warning: Assigning None to a non-object variable named “::temp7” stack:

[ (0016D8B3)].DN015LaserEmmitterScript.Disarmed.OnBeginState() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 76
[ (0016D8B3)].DN015LaserEmmitterScript.GotoState() - "g:\_F4\Art\Raw\ScriptsMilestone\ScriptObject.psc" Line 42
[ (0016D8B3)].DN015LaserEmmitterScript.SetArmed() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 86
[ (00092107)].DN015Fabricator.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015Fabricator.psc" Line 35

[07/12/2016 - 09:05:28PM] error: Cannot call play() on a None object, aborting function call
stack:

[ (0016D8B0)].DN015LaserEmmitterScript.Disarmed.OnBeginState() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 76
[ (0016D8B0)].DN015LaserEmmitterScript.GotoState() - "g:\_F4\Art\Raw\ScriptsMilestone\ScriptObject.psc" Line 42
[ (0016D8B0)].DN015LaserEmmitterScript.SetArmed() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 86
[ (00092107)].DN015Fabricator.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015Fabricator.psc" Line 35

[07/12/2016 - 09:05:28PM] warning: Assigning None to a non-object variable named “::temp7” stack:

[ (0016D8B0)].DN015LaserEmmitterScript.Disarmed.OnBeginState() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 76
[ (0016D8B0)].DN015LaserEmmitterScript.GotoState() - "g:\_F4\Art\Raw\ScriptsMilestone\ScriptObject.psc" Line 42
[ (0016D8B0)].DN015LaserEmmitterScript.SetArmed() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 86
[ (00092107)].DN015Fabricator.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015Fabricator.psc" Line 35

[07/12/2016 - 09:05:28PM] error: Cannot call play() on a None object, aborting function call
stack:

[ (0016D8AF)].DN015LaserEmmitterScript.Disarmed.OnBeginState() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 76
[ (0016D8AF)].DN015LaserEmmitterScript.GotoState() - "g:\_F4\Art\Raw\ScriptsMilestone\ScriptObject.psc" Line 42
[ (0016D8AF)].DN015LaserEmmitterScript.SetArmed() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 86
[ (00092107)].DN015Fabricator.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015Fabricator.psc" Line 35

[07/12/2016 - 09:05:28PM] warning: Assigning None to a non-object variable named “::temp7” stack:

[ (0016D8AF)].DN015LaserEmmitterScript.Disarmed.OnBeginState() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 76
[ (0016D8AF)].DN015LaserEmmitterScript.GotoState() - "g:\_F4\Art\Raw\ScriptsMilestone\ScriptObject.psc" Line 42
[ (0016D8AF)].DN015LaserEmmitterScript.SetArmed() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 86
[ (00092107)].DN015Fabricator.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015Fabricator.psc" Line 35

This is the OnBeginState event:

Event onBeginState(string previousState)
	isArmed = false
	PlayAnimation("Trip")
	ObjectReference ObjSelf = self as ObjectReference
	DisarmSound.Play(ObjSelf)
	setDestroyed()
	;Self.Disable()
endEvent

Interestingly, the animation plays. The error is always thrown when the sound should be played. Maybe it works with ‘DisarmSound.Play(self)’ (the cast should not be needed anyway).

21881January 16 2017QuestsUnofficial Skyrim Special Edition PatchCan't talk to street urchins with most startsNewAllGarthandLowVery Low Task Description

When choosing almost any start in Live Another Life, (except for the arrived on docks start, joined a guild start and possibly the vanilla start), you can’t talk to street urchins.

This is most obvious with Sofie in Windhelm. She will attempt to forcegreet you, but will be unable to play her dialogue, so she just follows you around. When you try talking to her, only her hellos will play. I tried removing conditions on her dialogue one at a time but can’t get her to forcegreet you if you pick one of the bugged starts. With a guild or docks start, she’ll forcegreet you and ask you to buy some flowers.

This is also true of Lucia in Whiterun. Even on a bugged start you can give her a coin, but with an unbugged start, you will have an additional dialogue option after donating to her that allows you to ask about her parents. This is missing with the bugged starts.

I really can’t fathom how this issue is happening. Tests done on a save with only USSEP and LAL installed.

I did some testing with a plugin that removed some dialogue conditions from the urchins to see if something was getting messed up, but even whittling down the conditions to check that the dialogue line was coming from the urchin in question wasn’t enough to make it play.

Steps to reproduce example:

1. Choose to spawn in the Windhelm inn
2. Go talk to Sophie by the docks
3. Notice you can’t buy flowers and she’s stuck following you

21880January 16 2017QuestsUnofficial Fallout 4 PatchQF_REChokepointSC07_FactionB_001B06C0 - Cannot access a...NewAllSclerocephalusLowVery Low Task Description

[01/16/2017 - 02:05:47AM] error: Cannot access an element of a None array
stack:

[REChokepointSC07_FactionBoSDefenders (001B06C0)].rescript.UpdateDeadCountGroupSize() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\REScript.psc" Line 446
[REChokepointSC07_FactionBoSDefenders (001B06C0)].REAssaultSC_FactionScript.ResolveActors() - "g:\_F4\Art\Raw\ScriptsMilestone\REAssaultSC_FactionScript.psc" Line 117
[REChokepointSC07_FactionBoSDefenders (001B06C0)].Fragments:Quests:QF_REChokepointSC07_FactionB_001B06C0.Fragment_Stage_0010_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_REChokepointSC07_FactionB_001B06C0.psc" Line 15

[01/16/2017 - 02:05:47AM] error: Cannot access a variable of a None struct
stack:

[REChokepointSC07_FactionBoSDefenders (001B06C0)].rescript.UpdateDeadCountGroupSize() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\REScript.psc" Line 446
[REChokepointSC07_FactionBoSDefenders (001B06C0)].REAssaultSC_FactionScript.ResolveActors() - "g:\_F4\Art\Raw\ScriptsMilestone\REAssaultSC_FactionScript.psc" Line 117
[REChokepointSC07_FactionBoSDefenders (001B06C0)].Fragments:Quests:QF_REChokepointSC07_FactionB_001B06C0.Fragment_Stage_0010_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_REChokepointSC07_FactionB_001B06C0.psc" Line 15

The REScript that runs on this quest is missing a properly filled DeadCountGroups array. This array is optional and needs to be set up in the editor only when the quest on which it runs requires it. This quest apparently does!

21866January 12 2017QuestsUnofficial Fallout 4 PatchDLC01MQ04_01RadiantAssault never stops runningNewAllSclerocephalusLowVery Low Task Description

Details and fix are provided here (post #34):
http://afkmods.iguanadons.net/index.php?/topic/4807-issues-with-random-encounters/page-2

21865January 12 2017MagicUnofficial Skyrim Special Edition PatchDead thralls disappear yet Reanimate Thrall remains as ...Needs User FeedbackXBox OneAustinMediumVery Low Task Description

To expand on the summary, thralls summoned with the “Dead Thrall” spell will occasionally disappear for an unknown reason. The active effect “Reanimate Thrall” persists and currently the only way I’ve been able to remove it is by going to jail. Cloak spells used to fix it on the 360 version, but those aren’t working for me. Having this effect active all the time causes NPCs to comment on your “dangerous spell” rather than standard greetings.

21854January 09 2017ActorsUnofficial Fallout 4 PatchCurie NPC returned as male in PapyrusNeeds User FeedbackAllRyanMediumVery Low Task Description

With her set as a Ref and running this code:

HerRef.GetActorBase().GetSex()

It returns her as a Male when in the game she is a female synth

21852January 09 2017QuestsUnofficial Skyrim Special Edition PatchCompanions + Eltrys questNeeds User FeedbackAllBrian WrightLowVery Low Task Description

When you’re attempting to follow the Companions ‘jobs’ quest line, you might receive a quest to save Eltrys in a random dungeon somewhere, which is assigned to you by Vilkas. Unfortunately, if you’ve already followed the quest The Forsworn Conspiracy earlier, it’s more than likely that Eltrys is long dead in Cidnha mine. Unfortunately, you can’t get back into Cidnha mine to locate his body and use a mod on it (assuming it’s even still there after the game does its random cleanups).

So, when you go to rescue Eltrys in the Companions quest, the only thing you get is a quest pointer to thin air. Since you can’t talk to Eltrys, this quest remains in the quest log unfinished and prevents continuing further into the Companion’s job quest lines.

I was hoping this was fixed as part of this patch. It was totally dumb for Bethesda to rely on a quest character that dies in another quest line in later quest lines. The game should be able to detect whether an NPC is dead or alive and decide whether or not to present the quest based on that status.

It would be great if there was a way to, under this circumstance, close this quest out as finished to allow moving on with further Companion tasks.

21849January 08 2017ItemsUnofficial Fallout 4 PatchErroneous Bonuses on Power Armor PartsNewAllrux616LowVery Low Task Description

A couple different power armor upgrades have erroneous properties on their OMOD records that allow the armor to do more than it should.

OMOD:00180FD2, T-60 Arm Lining Model B, has an added bonus that allows for faster AP recharge, ENCH:0005826C → Remove Property
OMOD:0018100A, T-60 Leg Lining Model E, has an added bonus that may allow for cheaper sprint (I think it’s not active though, the magnitude on the associated ENCH record is 0), ENCH:0008EFB5 → Remove Property

21848January 08 2017ItemsUnofficial Fallout 4 PatchDLCRobot Inconsistent Power Armor NamesNewAllrux616Very LowVery Low Task Description

The Tesla T-60 power armor included in the DLC has inconsistent naming, with the left arm being “T-60 Tesla Left Arm”, the right being “T-60 Right Arm”, and the chest being “T-60 Chest Piece”. I submit that they should all be noted as Tesla armor.

Records and Names:
ARMO:xx00C576 “T-60 Tesla Left Arm” → (leave unchanged)
ARMO:xx00C57A “T-60 Right Arm” → “T-60 Tesla Right Arm” ARMO:xx00C57B “T-60 Chest Piece” → “T-60 Tesla Chest Piece

21841January 06 2017QuestsUnofficial Skyrim Legendary Edition PatchGame thinks I am in a battle and I am unable to continu...Needs User FeedbackWindows PCJackHighVery Low Task Description

There is a glitch where the game believes I am in a battle, the game is constantly playing fighting music rending me unable to continue the Stormcloaks quest line and Companions quest line. I am unable to speak to Ulfric or gain access to Jorrvaskr and I am not allowed to fast travel to Whiterun due to the bug.

21840January 06 2017TexturesUnofficial Skyrim Special Edition PatchLOD grass texture cut riverInvestigatingAllVit DomoradLowVery Low Task Description

Hi I start to play with SE and I noticed a LOD grass texture cutting the river near Riverwood. Does not matter what ini settings, version of the game or whether I have your patch. Also I checked youtube gameplays and is also on xbox.

21839January 06 2017QuestsUnofficial Skyrim Special Edition PatchAlduin won't landNewXBox OneMichaelCriticalVery Low Task Description

Dragonrend will not cause Alduin to land. I first had this problem in Sovngarde in the final quest. I went back several saves and now he won’t land at the Throat of the World in the Alduin’s Bane quest. It seems to be a problem with the dragonrend shout. Random dragons don’t land right away when I hit them with the shout. They eventually land on their own but sometimes a long way away. The random dragons not landing is just annoying but Alduin not landing is game breaking.

21829January 04 2017QuestsUnofficial Skyrim Legendary Edition PatchOriella sings the wrong songConfirmedWindows PCAbdouLowVery Low Task Description

In Heljarchen Hall I ask Oriella to sing The Age of Aggression but instead she sings The Age of Oppression even though there is no option for that song I’m sided with the Imperials but The Pale is still a Stormcloak territory.

21825January 03 2017QuestsUnofficial Skyrim Special Edition Patch"An Axe to Find" questNeeds User FeedbackWindows PCLowVery Low Task Description

I will tell step by step

Glover: You haven’t seen crecius have you? that foolish old man took my pickaxe.
Me: Why the fuss about a pickaxe?
Glover: This isn’t a run of the mill pickaxe, this is a nordic pickaxe. They don’t grow on trees.
Me: What’s an ancient Nord pickaxe?
Glover: It’s the only tool that can mine stalrim, not many left, forging them is a lost art, the one Crecius borrowed I got from up north.

So, all I have for choices are: What do you have for sale, Is stalhrim a type of ore, How did you end up in raven rock, and What’s an ancient Nord pickaxe.

After choosing “What’s an ancient Nord pickaxe” instead of the 1st option, those are the only 4 choices to choose from and the quest has not started and there is no way to start it.

21824January 03 2017ActorsUnofficial Skyrim Special Edition PatchAlduin won't show up during cutsceneNewXBox OneTravisHighVery Low Task Description

I read the elder scroll and during the cut scene where you are supposed to learn dragonrend but when they say “Alduin approches” he doesn’t. They just stand there. And I’ve reloaded multiple times.

21821January 03 2017QuestsUnofficial Skyrim Special Edition PatchBroken "Activate Ancient Bowl"Needs User FeedbackWindows PCJ RCriticalVery Low Task Description

After gathering your Thu’um at the end of The White Phial Mission so that you can turn it in to Nurelion, arriving at the bowl to activate it using the given quest item “Nurelion’s Mixture” The activation process will not start leaving the door closed. I’ve tried with the quest or without the Unofficial Skyrim SE Patch (in the same save file) but nothing works.

21812January 01 2017LocationsUnofficial Skyrim Legendary Edition PatchBelethor's Goods often remains closedConfirmedAllRobert MorleyLowVery Low Task Description

Even during business hours, Belethor’s Goods in Whiterun often remains locked. Sometimes, if you pick your way in, he’ll be standing at the correct spot but complains that you’re trespassing. Other times, he’s nowhere in sight, but if you move around the house or leave and re-enter, he’ll suddenly appear out of nowhere and the shop is unlocked as normal.

21811December 31 2016QuestsUnofficial Fallout 4 PatchCall To Arms - No response from Danse NewXBox OneKevinMediumVery Low Task Description

After working around the “Fire Support” bug (Where Danse says “Check your fire” after the ghouls are cleared out) by continuing the main quests until “The Molecular Level.” Danes will bring you to the ArcJet Systems plant for the “Call To Arms” quest. Once at the door he will turn around and go back to the police station, and will not respond the The Lone Survivor.

After Paladin Danse begins to leave the plant, the objective “Follow Paladin Danse” appears.

The mission can be continued by fighting the Synths in the plant until you get to the Deep Range Transmitter and the objective “Provide fire support for Paladin Danse” appears. Once the synths are wiped out and the fire support objective is complete (even without Danse there) there will now be two open objectives. One saying “Speak To Paladin Danse” and the other saying “Follow Paladin Danse”

When trying to speak with Danse back at the police station, he does not respond.

21798December 28 2016ActorsUnofficial Skyrim Special Edition PatchOnly Nazir sleeps in the Dawnstar SanctuaryInvestigatingAllMultiphorLowVery Low Task Description

When the player completes the Dark Brotherhood main quest line and everyone moves into the Dawnstar Sanctuary, only Nazir ever sleeps. Cicero, Babette and neither of the Dark Brotherhood Initiates will ever sleep in any beds. This has been partially fixed in version 3.0.1 of USLEEP and USSEP: “Dark Brotherhood members do not sleep in the Dawnstar Sanctuary due to not having proper sleep schedules. Babette’s bed and the player’s bed have been marked as owned to prevent NPCs who shouldn’t use them from trying. One additional bed in the common room has been added to provide adequate space for sleeping. (Bug #19439)”, but this fix will need updating so that all of the NPCs will sleep properly.

21794December 28 2016ItemsUnofficial Skyrim Special Edition PatchBolar's Oathblade Charge Bar seems buggedConfirmedAllEric JohnsonMediumVery Low Task Description

Sword has a charge of 500 and costs 115 per use.

I believe the sword must only be charging to the usable 460 because after you pick it up and when you recharge it the charge bar doesn’t ever actually show 100%.

If the charge can be moved up or down to the nearest 115 perhaps it will display correctly?

21783December 28 2016QuestsUnofficial Skyrim Special Edition PatchWilhelm-Gwilin conversation bugNewAllEric JohnsonMediumVery Low Task Description

Wilhelm was supposed to be able to have a conversation with Gwilin, but due to a script oversight the following conversation cannot never be heard:

Wilhelm: “I heard Temba yelling at you yesterday. Why do you let her treat you like that?”

Gwilin: “If you’ll pardon the expression, she’s far more bark than bite.”

Wilhelm: “Perhaps, but abuse is abuse. I don’t think I could stand it.”

Gwilin: “There’s much more to worry about in life than a bit of a temper, my friend.”

21773December 26 2016MeshesUnofficial Skyrim Special Edition PatchDecal and Dynamic Decal making roots of treepineforestu...NewAllLowVery Low Task Description

the mesh treepineforestuprootedstump01sn.nif located in Meshes\Landscape\Trees has in Shader Flags 1 of 26BSLightingShaderProperty the SLSF1_Decal and SLSF1_DynamicDecal enabled making that part of the mesh (essentially roots) transparent while ingame.

Screenshot : https://cdn.discordapp.com/attachments/206418052273668109/262921812738965504/ScreenShot2.png

21771December 26 2016MeshesUnofficial Skyrim Special Edition PatchCultist Robes ClippingFix PendingWindows PCskyler544LowVery Low Task Description

The Cultist Robes clip through both the gauntlets and boots. I did fix it in about 5 minutes by importing the meshes into outfit studio and “mashing the mesh down”, but I’m sure that you guys have a less sloppy way of fixing it.

21761December 25 2016Settlements & WorkshopsUnofficial Fallout 4 PatchHome Plate Well Rested bugNewWindows PCAlexLowVery Low Task Description

On the Home Plate in Diamond City, no new bed does not give a bonus Well Rested. Only a bed, there is a default gives this bonus.

21758December 25 2016Placed ReferencesUnofficial Skyrim Legendary Edition PatchLakeview manor stage 1 floaty workbenchesNeeds User FeedbackWindows PCpinkyVery LowVery Low Task Description

Lakeview manor has a workbench that shows on the local map
as a rectangle island in the void outside the small house.
tcl investigation shows at least 3 floaty workbenches
and a light/particle effect from a high window in the main hall
are all enabled before their quest is completed / always enabled.

my draw distance is so low that investigating the farthest bench
makes the house disappear so i haven’t ventured past that.

21752December 23 2016ActorsUnofficial Fallout 4 PatchOriginal Covenant settlers won't use new bedsNewWindows PCLowVery Low Task Description

In Covenant the original NPCS/settlers like Jacob, Penny and Talia etc, wont use any new bed you put down. They will walk around at night as if the bed doesnt exist.

21750December 23 2016QuestsUnofficial Skyrim Special Edition PatchThe quest 'Reluctant Steward,' Varona's body has disapp...NewXBox OneBen JonesHighVery Low Task Description

Varona’s body has dissappeared, I used the clairvoyance spell to find her location, but her body is missing from where the trail ends. Seems to be a reasonably common issue, and the only solution I can find is to use console commands, however I am not on PC, and am instead on Xbox One, so this isn’t an option
Help please!!

21744December 22 2016QuestsUnofficial Fallout 4 PatchCannot complete quest, Data Reovery, if DIMA is persuad...NewXBox OneTannerHighVery Low Task Description

Cannot complete quest, Data Reovery, if DIMA is persuaded to be judged by Far Harbor before speaking to Faraday. After DIMA decides to go be judged by Far Harbor, Data Recovey becomes impossible to complete because Faraday will not say anything except how hopeless he feels without DIMA. Only applies to XBox One. Acadian Ideals also becomes impossible to complete due to this bug.

21737December 21 2016ItemsUnofficial Skyrim Special Edition PatchSapphire Dragon Claw undroppable quest itemNewXBox OneJustinMediumVery Low Task Description

I have cleared Shroud Hearth Barrow, including opening the puzzle door requiring the Sapphire Dragon Claw. Yet the UI says “Quest items cannot be removed from your inventory” if I try to.
This was not initially the case because I had it stored in a cupboard for a long time. Then when I pulled it out I could no longer store or drop it a second time.
I cannot see the quest “Lifting the Shroud” in my history but all the steps are done and Wilhelm has nothing to say about it.
Played on XB1, however I remember exactly the same problem on PS3 and it appears as a problem discussed in several forums.

21719December 15 2016QuestsUnofficial Skyrim Legendary Edition PatchVex / Delvin inappropriate dialogInvestigatingXBox OneJustinLowVery Low Task Description

After being assigned any of the “special” jobs by Delvin, going to Vex or returning to Delvin (I think) and requesting another job will get a response of “finish the special job first” (or similar words). So you quit that dialog menu but Vex (and Delvin) will still tell you take another job.

21717December 15 2016QuestsUnofficial Skyrim Special Edition PatchDurnehviir disappears prematurely when learning the sec...NewAllMultiphorLowVery Low Task Description

When you summon Durnehviir after learning the Summon Durnehviir shout from him, he will disappear prematurely when he is teaching you the second word of the Soul Tear shout, when he should finish speaking first before he disappears. You will still learn the second word and be able to learn the third word of the shout as well. The miscellaneous quest to learn the shout and summon Durnehviir in Tamriel will still progress normally and will properly complete when Durnehviir has taught the player all three words of the Soul Tear shout.

21710December 13 2016MeshesUnofficial Skyrim Legendary Edition PatchHelgen and Riverwood roadsigns lack collision geometryConfirmedAllsialiviLowMedium Task Description

The following roadsign meshes lacks collisiongeometry:

clutter/signade/roadsigns/roadsignhelgen01l.nif
clutter/signade/roadsigns/roadsignhelgen01r.nif
clutter/signade/roadsigns/roadsignriverwood01l.nif
clutter/signade/roadsigns/roadsignriverwood01r.nif

21709December 13 2016Placed ReferencesUnofficial Skyrim Special Edition PatchFallowstone Cave corpse is marked as chestConfirmedAllMultiphorLowVery Low Task Description

The corpse of the Orc male (000457FD) in Fallowstone Cave has the BossContainer Location Reference Type selected on it, which causes radiant quests to place items in it, when it is normally a chest that is used. The Orc’s corpse should not have the BossContainer Location Reference Type selected on it. It should probably have the Container Location Reference Type selected on it instead, like the other Orc’s corpse (00039CFA) on the floor below does. There are two chests (0002064F and 000774C8) in Fallowstone Cave that should have one of their Location Reference Types set to BossContainer, instead of the Orc’s corpse. This is because the Orc’s corpse could fall through the floor, making it impossible to loot it and as a result, break radiant quests that send you to Fallowstone Cave to retrieve items from it.

21705December 12 2016ItemsUnofficial Skyrim Special Edition PatchSunhallowed Elven ArrowNewAllDEADFURYLowVery Low Task Description

Dawnguard.esm > Ammunition > DLC1ElvenArrowBlessed > Object Bounds:
X1: 0 should be -2
Y1: 0 ... -60
Z1: 0 ... -2
X2: 0 ... 2
Y2: 0 ... -1
Z2: 0 ... 2

Dawnguard.esm > Ammunition > DLC1ElvenArrowBlessed > Keywords: Should be added “WeapMaterialElven”

21704December 12 2016ItemsUnofficial Skyrim Special Edition PatchIron arrow (follower)NewAllDEADFURYLowVery Low Task Description

Skyrim.esm > Ammunition > FollowerIronArrow > Keywords: should be added WeapMaterialIron
Skyrim.esm > Ammunition > FollowerIronArrow > Object Bounds:
X1: 0 should be-1
Y1: 0 ... -58
Z1: 0 ... -2
X2: 0 ... 2
Z2: 0 ... 2

21703December 12 2016ItemsUnofficial Skyrim Special Edition PatchDragonbone arrow (of the Keeper)NewAllDEADFURYLowVery Low Task Description

Dawnguard.esm > Ammunition > DLC1SoulCairnKeeperArrow > Keywords > ArmorMaterialDragonplate ... should be DLC1WeapMaterialDragonbone
Dawnguard.esm > Ammunition > DLC1SoulCairnKeeperArrow > Data > Damage: 14 ... should be 25
Dawnguard.esm > Ammunition > DLC1SoulCairnKeeperArrow > Data > Value: 4 ... should be 9

21701December 12 2016Placed ReferencesAlternate Start - Live Another Life"Left for dead" starting area has spots where the playe...Needs User FeedbackWindows PCJarred RLowVery Low Task Description

While it’s highly likely that I’m experiencing this bug as the result of a potential mod conflict, I can’t seem to find anything going on in the cells around the starting area for the “Left for Dead” beginning that would be causing it. When walking around the area, the player often goes into a swimming animation, with what looks like a bugged water surface flickering above the ground.

21700December 11 2016AudioUnofficial Skyrim Legendary Edition PatchDialogueGuardsGeneral [000d5eb7]: Guard random dialogue...ConfirmedAllLowVery Low Task Description

The text is “I’ve got a lot of respect for the Restoration school. Skyrim could use more healers.”

but the guard says “Skyrim could use a lot more healers.”

Minor, but something I thought I’d bring up.

21698December 11 2016MeshesUnofficial Skyrim Special Edition PatchInverted grass normals on farm stone wallsConfirmedAllGruftlordLowVery Low Task Description

Not sure how to add images so they appear here, but here’s a link:
http://afkmods.iguanadons.net/uploads/gallery/album_24/gallery_1501_24_2328020.jpg

Ignore the red circles, they are for another bug report.

Afaik, the grass on these wall parts (and i think all of them) have inverted normals. I seem to recall that the normals were once flipped, to fix inversion on the stones. It appears, that a selective inversion is in order, where now the grass has to be flipped, but the stones kept as is. Good luck :D

21695December 11 2016QuestsUnofficial Skyrim Special Edition PatchFinal chapter in Waking Dreams black book - gate won't ...NewXBox OneginnyHighVery Low Task Description

I’ve tried everything from restarting to making sure I’ve fulfilled all quests prior. The gate just won’t open. I’m not missing anything to open it.

21691December 08 2016QuestsUnofficial Skyrim Special Edition PatchI can't start the quest "A New Source of Stalhrim" by t...NewXBox OneTom WellumCriticalVery Low Task Description

I return to the Skaal Village after completing “The Fate of the Skaal” and I am unable to continue as the Woodcutter only talks about general things and the blacksmith never gets kidnapped. I have tried multiple things to fix it but am unable to access the final tomb to get my last shout. I would have to go back a long way with a save to retry and hope it would not happen again. I have completed all the required talks and done all the side tasks on the entire island.

21690December 08 2016AnimationsUnofficial Skyrim Special Edition PatchWerewolf kill cam briefly freezes before animation play...NewWindows PCSorinLowVery Low Task Description

I actually remembering having this problem in vanilla vanilla Skyrim as well.

The kill cam where the werewolf pounces on the enemy target freezes right at the very start when the werewolf crouches to pounce. It’s just a brief pause, but anything else in combat gets free damage in while it occurs.

Mods running (in Load Order):

Unofficial Skyrim Special Edition Patch
Ethereal Elven Overhaul
Enhanced Blood Textures
WATER
SMIM
Lucidity FX
Vivid Weathers
Skyrim Flora Overhaul
College of Winterhold Bridge LOD Fix
Werewolf Perks Expanded

Also using ReShade as my fx injector.

Sorted using LOOT.

21688December 06 2016QuestsUnofficial Skyrim Special Edition PatchRepairing the Phial Quest won't acknowledge Briar Heart...ConfirmedAllJayMediumVery Low Task Description

I have tried many different things like reloading and removing all mods.. the game simply does acknowledge that I have pick up the Briar Heart from the forsworn.. I have picked everything else up. Please look into this and let me know; I am playing on XB1. If you need anymore info please email.

21686December 06 2016Placed ReferencesUnofficial Skyrim Legendary Edition PatchRoom bounds issue in Halldir's CairnInvestigatingAllBlackPeteLowLow Task Description

A cave boulder [FormID: 000b1a3d] in Halldir’s Cairn is only visible if you get really close to it. It will then disappear when you move away.

http://imgur.com/a/ZYWVR

This looks a lot like a room bounds issue. Arthmoor seemed to think so too.

21675December 05 2016MeshesUnofficial Fallout 4 PatchBugged armor visuals on player built automatron right a...NewAllAlgisLowVery Low Task Description

Trying to report a bug here for the first time, hope I am doing it right..

In Automatron DLC player can build robots, it seems that one armor mesh, specifically right hand hydraulic frame mesh for assaultron arm has bugged visuals. Here is the build menu item (image):

i258.photobucket.comalbumshh272banadanbugged_item_build_menu_zpsyahvj7u9.jpg

In-game the bugged view shows like this:

i258.photobucket.comalbumshh272banadanbugged_item_on_right_arm_zpspptcxis5.jpg

In comparison, same item on left arm shows up correctly, here is the in-game view:

i258.photobucket.comalbumshh272banadannon-bugged_item_on_left_arm_zpsag3ii4i9.jpg

This happens with other arm types as well, I have tested it at least with an Assaultron arm and a Sentry bot arm. I haven’t tried other robot arm types yet but possible that the issue is present there too. Note that this “hydraulic frame” part is used only in case of some weapons (specific melee weapons only), for example in this case I used Stealth Blade weapon and then that part can be added in-game. However, if a different/ranged weapon is used, say Gatling Laser, then this part is not used at all (it’s not available in build menu and not visible in-game after Gatling Laser is chosen).

21674December 04 2016QuestsUnofficial Skyrim Special Edition PatchDawnguard - Florentius bugNewXBox OneTim JackCriticalVery Low Task Description

All the Dawnguard characters tell me to report to Florentius for my next quest - Lost Relic. But there is no dialogue option with him for starting a quest. This means I am unable to progress in Dawnguard, as I cannot start the side quest.

21671December 04 2016ActorsUnofficial Skyrim Special Edition PatchRayya as StewardNewXBox OneLowVery Low Task Description

If Rayya is hired as a Steward, your wife or husband will still be kidnapped by bandits even though she is also your housecarl.

21648November 30 2016Placed ReferencesUnofficial Skyrim Special Edition PatchSolitude Docks Floating Rope and Clipping DocksFix PendingAllBrumbekMediumVery Low Task Description

Bethesda’s placement of a couple Solitude docks meshes result in floating ropes. Plus custom docks meshes need to avoid ugly clipping of posts through dock boards. I’ve already fixed it all for inclusion in USSEP. SMIM will rely on the mesh file locations and names, so it would best to not change them. Attached file includes the fixes or download my fixes here:

https://dl.dropboxusercontent.com/u/105519679/USSEP-SolitudeDocksEdits.7z

21644November 30 2016Placed ReferencesUnofficial Fallout 4 PatchTrigger with missing keyword property, RefID = 00210692NewWindows PCSclerocephalusLowVery Low Task Description

[11/29/2016 - 07:45:26PM] error: Cannot call LocSetKeyword() on a None object, aborting function call
stack:

[Followers (000289E4)].followersscript.HandleMessageFromSASTrigger() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\followersscript.psc" Line 2593
[ (00210692)].sastriggerscript.OnTriggerLeave() - "g:\_F4\Art\Raw\ScriptsMilestone\SASTriggerScript.psc" Line 67

[11/29/2016 - 07:45:27PM] error: Cannot call LocSetKeyword() on a None object, aborting function call
stack:

[Followers (000289E4)].followersscript.HandleMessageFromSASTrigger() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\followersscript.psc" Line 2593
[ (00210692)].sastriggerscript.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\SASTriggerScript.psc" Line 42
21634November 29 2016QuestsUnofficial Skyrim Special Edition PatchDelvin Mallory Won't talk give me questNewXBox OneMasonHighVery Low Task Description

Ok so I’ve done all the special thieves guild missions for the city’s except for windhelm but when I first talked to delvin the conversation played out normal until the end where it let me repeat my first line of dialogue I’ve reloaded tried different things I even got him to give me the marker the special job to make windhelm the last but when I go to talk to him after the first dialogue he just repeats himself and won’t engage in actual conversation I’ve also seen the bug on wiki page for the windhelm quest I took a pic of it and attached it here but if you could help that’d be great cause I need to be the leader of the thieves guild

21628November 28 2016Placed ReferencesAlternate Start - Live Another LifePlaced starter items sometimes disappear on loadNewAllJonLowMedium Task Description

I’m not sure if this is a previously known issue from the old game, but when choosing the Proudspire Manor start, sometimes the quiver (and maybe the bow) that you’ve placed directly in front of the player on the chest is nowhere to be found. They both have ragdoll data, which I vaguely remember being an enormous pain.

Starting from the same save (the one that saves immediately after sleeping in the LAL bed) it seems completely random if the quiver is there or not. I didn’t try moveto or anything because I didn’t know the ref ID at the time.

This may extend to more than just the quiver so I kept the title vague.

I will try with Breezehome and any other homes that you gave placed items with ragdoll data.

21613November 27 2016QuestsUnofficial Skyrim Special Edition PatchNo option to purchase Lakeview ManorNewXBox OneGeoffLowVery Low Task Description

I’ve done quite a few quests and have already become Thane but I have no option to buy Lakeview Manor.

Mods Running:
Paarthanux Dilemma
Unofficial Skyrim Special Edition Patch
Rich Merchants of Skyrim
Gildergreen Regrown
Kynesgrove
Dawnguard Map Markers
Invinicible Dogs of Skyrim
Karthwastern
Storefront
Shor’s Stone
Ivarstead
Darkwater Crossing
Whistling Mine
Unique Taverns- Dragonbridge
Greater Skaal Village - Compatible Version
Less Yellow Filter
Less Aggressive Animals
Covered Carriages
Relationship Dialogue Overhaul
God Gear
Dark Brotherhood Forever to Misc.
Ring of Increased Carrying Weight
Lamposts of Skyrim: SE
Reflection~Level Up Messages~
Manor Roads
Castle Volkihar Rebuilt
Soljund’s Sinkhole
Unique Taverns-Nightgate Inn
Lore-Based Loading Screens
Hermit’s Hideaway
Sovngarde Gold
Shezrie’s Shack
Blackreach Railroad
Unlimited Rings and Amulets
Hearthfire Building Materials Chest
Undying Loyalty
Special Jewelry Box
Ladders
Useful Dogs
Castle Ragnar
Rich Skyrim Merchants
Phenderix The Demigod Artifacts
Berserk Dragonslayer Greatsword
Skyrim’s Lumbermill Fixes
Daedric Museum of Artifacts
Sturdy Horses (Frost and Shadowmere)
Potion of Ultimate Leveling
Helmetless Armor Perks
Berserk Guts Armor Mod
Natural Eyes
Faster Leveling
Craftable Lock picks
Sofia - The Funny Fully Voiced Follower
Unlimited Shouts
Hold Border Banners

There’s a few more but none of them would conflict with the game.

21605November 25 2016ActorsUnofficial Skyrim Special Edition PatchAgmaer/Beleval not regenerating health while down in co...NewAllJordan BlairLowVery Low Task Description

When using Agmaer or Beleval as followers, neither seem to regenerate health while incapacitated (down in protected status) like other followers do (e.g. Ingjard). They instead just remain in the same position until combat ends, rendering them useless for the majority of the fight.

You can obviously use healing spells etc. but this is very inconvenient.

21604November 25 2016QuestsUnofficial Skyrim Special Edition PatchUnable to complete Lost to the Ages [Xbox One]NewXBox OneM ReeseCriticalVery Low Task Description

After defeating dwemer bots and creating Aetherium item, and NPC conversation, the quest is not updated as completed. You are also unable to leave the forge area due to steps being retracted. Numerous reloads does not correct the problem.

21595November 24 2016ItemsUnofficial Fallout 4 PatchOil,Wood in Misc section NewWindows PCDestroyahLowVery Low Task Description

I noticed that in Settlements with lots of scavenging stations wood and oil in the misc section appearing. These “fake” items do not have a weight and have no picture. When i take them they are in my misc item list aswell. I can’t sell them because they do not appear in a trader menu. When i drop them they simply disappear. I can’t see an item that it falling to the ground or something like this. I added some Screenshots so you can see the problem. (note that i play in german and Holz=Wood, Öl=Oil, Diverses=Misc, Schrott=Scrap,)I noticed this problem Vanilla in the past, but now i installed a mod that increases the effectivity of the scavenging stations 5 times and the bug is more severe now for me.

Thank you.

21571November 21 2016ActorsUnofficial Fallout 4 PatchBlake Abernanthy interrupts ConnieNewWindows PCLowVery Low Task Description

Dialogue—

Blake: Damn molerats are at the tatos again
Connie: (game skips her dialogue instantly, doesnt even show subtitles)
Blake: Sure we could sell lucy and it still wouldnt cover it
Connie: (game skips her dialogue again so she hasn’t spoken at all, still no subtitles)
Blake: just telling you how it is dear. (conversation ends)

21568November 20 2016Settlements & WorkshopsUnofficial Fallout 4 PatchDecontamination arch bugNewWindows PCAlexMediumVery Low Task Description

Decontamination arch never removes completely all radiation from the player, always leaving 1 unit of radiation contamination.

21567November 20 2016QuestsUnofficial Fallout 4 PatchThe Sight quest bugNewWindows PCAlexMediumVery Low Task Description

In the course of all the stages of the quest The Sight Mama Murphy asks you to bring her chems, but never takes them away from the player.

21562November 20 2016ActorsUnofficial Fallout 4 PatchAll properties of consumables are zeroNewAllJay KummerLowVery Low Task Description

Hi.

I realize this is may be outside of the scope of the good work you’re doing, but as it is possibly a systemic issue with the base game (and how it saves games, at least on XB1), perhaps it is within your scope. The main two issues for this request:

1. Several weeks ago I noticed that my character stopped taking any rad damage anywhere for any reason. Standing in my underwear in one of the highly radioactive ponds in the Glowing Sea and I don’t even hear the geiger counter tick effect. My character does have +50 rad resistance through perks, but I doubt that’s high enough to shut down the usual feedback system that my character is in proximity of radiation.

2. I noticed that after taking some damage, stimpaks did not heal me and no healing food or drink helped either. After scanning down my “Aid” category in my inventory I noticed that all property/effect values for everything – food, chems, drinks, etc. – are zero. And any food or thing created/derived from a recipe has zero-valued properties.

I’m not sure what caused it, though I suspect it was in using a mod that was in heavy experimental development and changes.

Naturally the first thing I tried was disabling all mods, clearing cache, and loading up a save. Not resolved, still all zero.

So I loaded up both my oldest “modded” game (just after I installed Far Harbor when released) and a non-modded game. In both cases all consumables were as they should be, all properties filled.

I spent the better part of a day naively uninstalling and reinstalling everything. Of course, no solution.

This leads me to believe that there is an awful lot that persists in save gaves, even issues and defects.

I do have the creation kit and have been tinkering with it so I thought maybe I could create my own patch by brute forcing each to refresh/reset. I set stimpaks, corn, and buffout (the items under the ALCH form type) to +1 values so that they would be saved to my mod. I loaded the mod up (XB1), loaded up a save game, and no change. That was a surprise.

I’m not sure what to do at this point. I’m not savvy with scripting yet. I suspect there’s probably some way to set/revert every consumable to its preset.

I suspect that whatever this issue is the rad thing is probably related in some way, e.g. environmental and object rad levels (something I can’t see) have been set to zero.

If this falls outside of your scope I was hoping that at least you could provide me with some guidance on how to fix this myself. If there is a scripted way to do this maybe you could give me an example.

Obviously this seriously cuts down on my immersion level! :) I wonder if anybody else has had or is having this issue.

Much appreciated!

21559November 20 2016Placed ReferencesUnofficial Skyrim Special Edition PatchProudspire Manor flickering ground fogInvestigatingAllJonLowMedium Task Description

The fog FX (E2CD2) immediately inside the entrance of Proudspire Manor doesn’t become visible until taking a step or two inside. It also doesn’t become visible from the other direction until moving closer.

https://i.imgur.com/4ObpYrm.jpg

https://i.imgur.com/tACWWtx.jpg

https://i.imgur.com/QCQ7n3X.jpg

https://i.imgur.com/KN23R8I.jpg

21555November 19 2016QuestsUnofficial Skyrim Special Edition PatchUnable to leave ApocryphaNewXBox OnewhatrhymeswithsalamiHighVery Low Task Description

At the end of Black Book: The Winds of Change, I am unable to leave Apocrypha. When attempting to leave, the game simply Autosaves once again and does not transport out.

21554November 19 2016MagicUnofficial Skyrim Special Edition PatchAnimals affected by Animal Allegiance attack summoned c...NewWindows PCdrheadLowVery Low Task Description

Whenever I use the Animal Allegiance shout (for example, on a group of Falmer and Chaurus), the affected Chaurus end up attacking or being attacked by any summoned Dremora Lords that I have. The affected animals still act the way they are supposed to towards me (by not attacking me). It doesn’t seem to matter when I use the shout and when I summon or re-summon the Dremora Lords. I have not tested if there is any similar behavior with Kyne’s Peace or Calm spells.

This may be related to an issue where animals affected by AA will continue to fight followers that they are fighting when the shout is used, but I can’t be sure of that since the issue doesn’t go away when I summon things again.

21553November 19 2016Settlements & WorkshopsUnofficial Fallout 4 PatchDalton Farm: Potential location marker problemNewAllSclerocephalusLowVery Low Task Description

Settlers will never move near the southeastern corner of the property (where the road leading into the property branches from the main road).

Guard posts placed there will show up as assigned when assigned to a settler, but are never manned. Instead that settler now stands near the workbench all of the time with his weapon drawn.

21552November 19 2016QuestsUnofficial Fallout 4 PatchRRKickOut quest fails to make Railroad NPC's not essent...NewWindows PCAdam SmithLowVery Low Task Description

When attempting to wipe out the Railroad after completing the main quest with them, the quest RRKickOut does not appear to successfully set senior NPC’s to be non-essential, making it impossible to kill them all.

The fragment from stage 100 is supposed to set NPC’s like Desdemona to be non-essential. I tweaked this fragment slightly: based on a debug.trace I added it seems the script thinks that Desdemona is not essential both before and after it attempts to set her to not essential. My explosive combat shotgun disagrees!

I have attached my modified fragment, papyrus log and a save to illustrate the issue. The save is not 100% clean: if the problem does not have a solution obvious to someone with more experience than me, I can spend the time to create a proper clean save - that might take a few hours given that it requires completing much of the main quest line.

21539November 17 2016ActorsUnofficial Fallout 4 PatchDLC01RaiderFaction is missing proper faction relationsh...Needs User FeedbackWindows PCSclerocephalusMediumVery Low Task Description

That’s the faction all Rust Devils are in.

The other day, I had a random encounter with Rust Devils in that small park in Cambridge where BoS soldiers are occasionally present. This time, three of them were present too, but they did not react in any way to the Rust Devils - just stood there doing nothing. Not very credible.

Turned out that there are no relationships specified for the two factions. Even worse though: DLC01RaiderFaction hasn’t any relationships specified at all, excpet for themselves ...

21530November 16 2016TerminalsUnofficial Fallout 4 PatchStar Control terminal does not display the numbers of r...NewAllSclerocephalusLowVery Low Task Description

Instead it displays the names of the globals that hold these values.

21519November 14 2016ActorsUnofficial Fallout 4 PatchMac's behavior?NewAllLowVery Low Task Description

ID: 001ad497
Behavior: I am not sure if he’s supposed to despawn or sit at his stand when he spawns in. But this time he chose to stay, but when i try to talk to him he gives me generic greets instead of giving me the option to trade with him.

21507November 14 2016QuestsUnofficial Skyrim Special Edition PatchThe questline from Alvor to see the Jarl in Whiterun ha...InvestigatingWindows PCGethN7CriticalVery Low Task Description

Ordinarily, you can refuse to follow Hadvar and Alvor inside Alvor’s house and do whatever you please in Riverwood and enter their home whenever you feel like doing so to finish speaking with them.

However, Alvor’s dialogue will always break if you have become too “friendly” with Riverwood as a whole, which can be easily obtained by chopping enough wood and handing it Hod, then checking to see if the items owned by Alvor you can ordinarily take after talking to Alvor turn from red to white.

If they do, you can enter Alvor’s house and the dialogue sequence with Alvor, Sigrid, and Hadvar will not trigger, and even though Alvor mentions you can do him a favor, the game acts as if Alvor had completed asking you to see the Jarl without actyually giving you a way to start that questline, thus breaking the game logic for this quest entirely.

I tested this on the Steam release of Skyrim, but if the game quest code is the same for the console versions, this bug should affect them as well.

21506November 13 2016QuestsUnofficial Fallout 4 PatchFar Harbor Dima Quest Completed but Dima Holotapes are ...NewAllJay KummerLowVery Low Task Description

I somehow completed the Far Harbor quest related to Dima before finding all of the Dima holotapes, and although the quest has been completed the holotapes that I did find are stuck in my inventory as active quest items.

Any materials related to completed quests should be something you can drop.

I put in another task, I have a similar issue related to the Eddie Winter holotapes.

21505November 13 2016QuestsUnofficial Fallout 4 PatchEddie Winter quest is closed but all of the holotapes I...NewXBox OneJay KummerLowVery Low Task Description

Early on in playing FO4 I somehow completed the quest related to the Eddie Winter holotapes (supposedly started by Valentine with holo #1, which I don’t have in my inventory) without finding all of the holotapes. I thought I could maybe go find the rest and the situation would resolve itself but the major flaw in that is Valentine won’t give me #1 again, if he ever gave it to me in the first place...I seem to recall going on a quest with him related to this.

As someone that’s a bit OCD about old junk hanging around in my inventory it’d be nice if I could just drop them or put them in a container instead of carrying them around. Any materials related to completed quests should be something you can drop.

This was an issue long before mods were available for XB1.

I’ll put it in another task, but I have a similar situation with Far Harbor’s Dima holotapes – I didn’t find all of the holos before I completed the Dima quest and now all of the Dima holos that I found are locked in my inventory.

Thanks.

21501November 13 2016ItemsUnofficial Skyrim Special Edition PatchGauldur Blackblade (36+) Not Recharging with Soul Sipho...NewWindows PCAJLowVery Low Task Description

Other weapons are recharging fine. I am killing non-humans like the perk requires.

21480November 10 2016LocationsUnofficial Fallout 4 PatchFens Street Sewer White Worldspace GlowNewWindows PCBrandonLowVery Low Task Description

This occurs close to ID 000b3b1c

Pics show before/after.

21473November 10 2016QuestsUnofficial Skyrim Special Edition PatchDawnguard quest: A New Order won't start.InvestigatingAllKyle StanleyCriticalVery Low Task Description

Dawnguard Quest: A New Order won’t start after being banished by Lord Harkon. After refusing to become a vampire lord and choosing to stay a werewolf and be banished, the quest will not update to report back to Isran at Fort Dawnguard. The scripted attack does not occur, no dialogue changes in any of the Dawnguard etc.

Tried restarting game and console as well as disabling all mods. No changes. Issue is still prevalent.

21465November 09 2016ActorsUnofficial Fallout 4 PatchBobby de Luca unresponsive in Hole in the WallNewWindows PCBrandonLowVery Low Task Description

During the quest Hole in the Wall, after kicking the wall and showing you the secret entrance, Bobby becomes unresponsive.

There is a talk prompt, but if you click the talk prompt, nothing happens, he just stands there quietly.

21463November 09 2016ActorsUnofficial Fallout 4 PatchGarbled Radio Beacon doesn't stop transmittingNeeds User FeedbackWindows PCBrandonLowVery Low Task Description

Inside the Cave interior cell near the crashed UFO, when you turn off the ham radio, the Garbled Radio Beacon continues to transmit and be available on your radio.

Actually I’d argue that even before that, killing the alien should cease the transmission. Other quests involving turning off ham radios, you must turn off the radio because it’s an old message programmed on a loop, and the signal always says “this is a loop will repeat in 3 seconds” or whatever. In this case the message doesn’t have that part, and I think it’s logical that it’s the alien sitting there as it does, making a live broadcast.

21453November 08 2016QuestsUnofficial Fallout 4 PatchVault 81 - Short Stories weird dialogue cameraNewAllLowVery Low Task Description

I’ll let the pic explain

http://imgur.com/3l7VTRv

21440November 07 2016LocationsUnofficial Fallout 4 PatchBradberton's Office, Vault White Worldspace GlowNewWindows PCBrandonLowVery Low Task Description

After passing through the circular gear vault door and crossing the gangway, immediately veer right into the corner to see this glow.

Next, go to the doorway right there. Stand right in the middle of the doorway, and turn 90 degrees left. Now back up, into the doorframe. Weirdness ensues.

It may take some wiggling. You can actually end up falling though the floor.

21439November 07 2016LocationsUnofficial Fallout 4 PatchGorski Cabin Root Cellar White Worldspace GlowNewWindows PCBrandonLowVery Low Task Description

When you enter the root cellar, immediately look down.

21430November 06 2016LocationsUnofficial Fallout 4 PatchMajor pop-in of nearby objects behind Lexington Apartme...NewWindows PCBrandonLowVery Low Task Description

Standing behind this “Apartments” sign, there’s major pop-in as you move slightly toward or away from the sign.

Here is a car that is on the ground quite close to that sign. It was the closest ID I could get, couldn’t get the sign ID.

21429November 06 2016ActorsUnofficial Fallout 4 PatchCaravan Guard doesn't leave Tenpines BluffNewWindows PCBrandonLowVery Low Task Description

I have seen this happen multiple times, one guard will always stay in the same spot each time while the caravan leaves - and will remain there for some indefinite, long period of time.

It is not like they are stuck and can’t move, they just stand there and respond to the player as normal, as if the caravan was still there.

“Don’t touch the brahmin.”

“You mean the brahmin that left hours ago?”

21427November 06 2016Settlements & WorkshopsUnofficial Fallout 4 PatchSettlement Recruitment Beacon broadcasts radio when offNewWindows PCBrandonLowVery Low Task Description

This occurred in Hangman’s Alley, untested at other settlements.

I picked up a beacon radio signal and thought to myself, I turned them all off!

I tracked it down to this settlement, and indeed, it was turned off, but still broadcasting the radio signal.

As a test I stored the beacon and the generator in workshop. Radio signal disappeared.

I built generator and tower and turned off generator. As soon as I activated generator (connected to beacon), with the beacon powered off, the radio signal appears - see screenshot of this happening.

While the beacon was broadcasting a radio signal and appearing in my Pip-Boy even when the beacon was turned off, it did not seem to attract any settlers. The settlement only had the 2 settlers I had left there, and I hadn’t visited it in a LONG time.

21417November 05 2016TexturesUnofficial Skyrim Special Edition PatchAuriel's Bow Sunhallowed Effect on the Sun is PermanentNewAllSeanMediumVery Low Task Description

So I had fast traveled to Castle Volikhar, where no matter the time of day, the sky looks exactly the same. I challenged myself to hit the sun with the Sunhallowed arrow, and see if it had any effect. In that area, I had a significant slow because I was a vampire, but there was no sun effect. I later noticed that no matter where I went, whether it was nighttime or daytime, I was unbelievably slow, and nearly unable to get anywhere without fast travel. During the daytime, the only time I could see anything would be if I was to shoot a bloodcursed arrow at the sun, resulting in a very bright looking eclipse. Overall, I’m blinded and slowed no matter where I go, and closing out of the game and coming back in doesn’t seem to help with the issue. I suspect this is an issue with the vanilla game, but I’m not sure.

21411November 05 2016Placed ReferencesUnofficial Skyrim Special Edition PatchGuard embeded in static in Windhelm marketplaceInvestigatingAllNico coiNLowMedium Task Description

As collision was added to the close destroyed stone arch that is placed over it, the Windhelm guard idle marker ref 000FCE94 should be moved. Without moving it guards may spawn there and remain sticked in the the ruined stone pillar (after Windhelm CW assault). The issue raised since a proper collision block was added to this static. I saw it today and investigated : it is present in USLEEP, USSEP, OCS, and probably any mod altering this area.

21408November 05 2016Settlements & WorkshopsUnofficial Fallout 4 PatchSettlers sleep on mattress instead of assigned beds Ten...NewWindows PCBrandonLowVery Low Task Description

As per subject

Settlers want to sleep on shitty mattress in default hut instead of nice beds I built for them AND assigned them to

Also unlike (some?) other settlements, as far as I remember, in this case you can’t scrap those default mattresses, which is probably why I didn’t notice this behaviour before?

Ugh I wish Bethesda would have given us the ability to completely wipe everything default in a settlement area, such as ruined buildings etc, it’s only logical given all the other stuff you can do. Especially all the bramble / low foliage.

21400November 04 2016MagicUnofficial Skyrim Special Edition PatchAtronach EXP is buggedNewAllKevinHighVery Low Task Description

After doing a ton of experimentation with the conjuration skill to attempt to get the XP where I like it, I think I found an oversight by Bethesda.

I don’t think the XP modifiers for summoning atronachs are intentional. The current modifiers only affect the actual magic affect. For Flame Atronach for example it’s .5 multiplier on 75 XP. But the potent version adds to the overall magicka cost of the actual SPELL to get 150. This leads to Flame Atronach advancing the skill at a lower rate than even Conjure Familiar, and even Storm Atronach being outclassed in terms of EXP by pretty much all Conjuration spells.

I believe the intended values for skill modifier are 1.0 for SummonFlameAtronach, 1.25 for SummonFrostAtronach and 2 for SummonStormAtronach; to give 50%/75%/100% xp per the magicka cost of those spells respectively.

21396November 04 2016Settlements & WorkshopsUnofficial Fallout 4 PatchFire Barrel doesn't illuminate in Far HarborNewAllBrandonMediumVery Low Task Description

As per images. First image is in the Commonwealth, it should be a recognizable sight. Second image is in Far Harbor at Dalton Farm.

I put severity as Medium because I really like using Fire Barrels for illumination ;)

If you place the barrel really close to something, you can see a bit of illumination and the shadows of the barrel’s mesh, but nowhere close to the right amount of illumination.

At first I thought it was on purpose due to the fog, but that makes no sense because the fog condensers and plenty of other light sources work as expected.

Note that candles and campfires do seem to provide the correct amount of illumination in Far Harbor.

21378November 03 2016QuestsUnofficial Fallout 4 Patch"Trapper Attack On Dalton Farm" advances pre-maturelyNewWindows PCBrandonLowVery Low Task Description

While literally in the middle of still fighting trappers at Rayburn Point, quest stage “Kill the Trappers in Rayburn Point” completes and advances me to the next stage, “Report your success to the people of Dalton Farm”

21371November 02 2016QuestsUnofficial Fallout 4 PatchClear Trappers at the MS Azalea Completes EarlyNewWindows PCBrandonLowVery Low Task Description

If you kill the boss (forgot his name), the task is complete, even if all other trappers remain. Like I’m going to send settlers to a place crawling with these guys...

Description makes it sound like you have to kill them all, not just kill the boss.

“All of the trappers at the MS Azalea have been eliminated.” “Clear Trappers at the MS Azalea”

21367November 01 2016QuestsUnofficial Skyrim Special Edition PatchHouse Gray-Mane locked, picking lock makes Fralia and A...InvestigatingXBox OneConnorHighVery Low Task Description

Hey, made an account here after downloading some mods in Skyrim SE for XB1 and downloaded the USSEP, found a bug in the quest Missing in Action where after Fralia tells you to meet her at House Gray-Mane it is always locked. Picking the lock does allow you to get some of the quest audio but after a little, Fralia will call the guards. Tried to blow through the conversation as quickly as possible which allowed me to continue the quest, but after finding the evidence in the Battle-Born house, when trying to give it to Avulstein all he remarks is “You shouldn’t be here” over and over. Looked around on the web and the only solutions I could find were through the use of Console Commands, which since I’m on Xbox, I don’t have access to. Anyway, I’d appreciate any help on the matter greatly.

Thanks,

Bane

21364November 01 2016MeshesUnofficial Skyrim Special Edition PatchCreep cluster harvestingConfirmedAllHanna AnderssonLowVery Low Task Description

I’m having a hard time harvesting creep clusters that I grow in Lakeview manor (I assume it’s the same in all Hearthfire homes)-.

21340October 27 2016ItemsUnofficial Fallout 4 PatchCryolator unable to be put on a displayNewWindows PCLowMedium Task Description

The Cryolator doesn’t work with any of the weapon displays from the Contraptions Workshop DLC. Attempting to put it in using any of the weapon racks and stands brings up a message saying “You cannot store that here.” I’ve yet to see if any other weapon also has this problem, admittedly I started a new game a while ago after month of not playing and finally getting all the DLCs so I don’t know if it’s just the Cryolator or other weapons also have this problem.

21339October 27 2016QuestsUnofficial Fallout 4 PatchGlitched conversation during Rocket Red GlareNewWindows PCLowMedium Task Description

During the covert approach to install the bombs in the Prydwen, the player can talk to a Brotherhood squire. There are several speech checks during the conversation, but the problem is that there’s no voices playing, only the dialogue subtitles are shown.

21337October 27 2016ActorsUnofficial Fallout 4 PatchX6-88 friendly after Railroad endingNewWindows PCLowMedium Task Description

X6-88 only turns hostile after completing the quest banished from the institute

since the railroad questline is tied with the institute one, this quest is not started and X6 remain friendly after the nuclear option - railroad

after the institute is destroyed he can be found at libertalia, or any settlement the player may have sent him to

he can be recruited normally and when dismissed he returns to the (now destroyed) SRB

21336October 27 2016QuestsUnofficial Fallout 4 PatchInstitute FEV Lab unreachableNewWindows PCLowMedium Task Description

when trying to reach the FEV to recover the experimental serum to virgil, you’ll be facing a closed door with no way to be opened

this is a bug introduced in one the recent patches, because I remember it was ok some time ago

the closed door in question is right after a novice locked door (named fev lab) reachable from the bioscience tunnels

21325October 23 2016Settlements & WorkshopsUnofficial Fallout 4 PatchFar Harbor Fog Condensers at Workshops don't resetNewWindows PCLowMedium Task Description

Pretty much what the title says, you’re supposed to be able to gather Condensed Fog from these, but you can only do it once in a vanilla game at any settlement-based fog condensers.

I haven’t testing it, but DLC06:PipboyCrateScript from Vault-Tec Workshop looks like it should properly reset these to 1 per day if also applied to them (the script itself even acknowledges the lack of flora resetting in settlements).

21317October 22 2016QuestsUnofficial Fallout 4 PatchProgressing Open Season Doesn't Fail Other QuestsNewWindows PCBrandonLowMedium Task Description

Once you make any progress in Open Season, it should theoretically fail other open quests.

As expected, it does fail:
- Home Sweet Home

It doesn’t fail, but should:
- Amoral Combat

Not checked, should be checked:
- Any radiant quests from the three gangs
- Any of the main quests prior or subsequent to Home Sweet Home

21302October 16 2016ActorsUnofficial Skyrim Legendary Edition PatchOlfina Gray-Mane's cowardiceNewWindows PCLowMedium Task Description

If you’ve ever spoken to her, you’ll know she’s pretty bold and ambitious, but she’s scripted to flee from all combat. I know it’s possible she’s just running her mouth, but surely she wouldn’t be picked as her uncle’s housecarl if she’s too cowardly to defend the Jarl. It also means that during The Fallen, she’ll just run around screaming instead of helping you capture Odahviing like Irileth would.

21296October 15 2016QuestsUnofficial Fallout 4 PatchCannot Complete Quest "A Model Citizen" (DLC06MQ03)NewWindows PCLowMedium Task Description

“A Model Citizen” (DLC06MQ03) suffers from a bug where the quest cannot be completed because Overseer Barstow is stuck in a conversation loop. She will continue to ask you if you want to interview the second settler that arrives at the vault over and over if you allowed him to enter the Vault If you rejected his request to enter the Vault, she just keeps talking about how it’s nice to talk with breathing people again. If you use the console to complete the quest, the next quest (Power to the People) will not launch (probably has a script attached to it to start the next quest) and cannot (to my knowledge) be started via console commands.

21292October 14 2016Perks & StatsUnofficial Fallout 4 PatchAll irradiated food are influenced by the Chemist Perk.NewWindows PCLowMedium Task Description

Issue:
All food that contain radiations are influenced by the Chemist perk. Each rank of Chemist perk increases the total buff received by food like if it was chem, which should not happen as they are definitely not chems.

Cause:
“DamageRadiationChem [MGEF:00024056]” used to add radiation to food contain the keyword “ChemEffect [KYWD:0004D897]” which links it to the Chemist Perk.

21291October 13 2016Perks & StatsUnofficial Fallout 4 PatchNuclear Physicist buggedNewWindows PCLowMedium Task Description

Steam users have found a bug with the perk nuclear physicist, the details are in the quotation:


Quote:

So I just came back to the game to check out Nuka World, and I’m noticing this perk isn’t behaving how it used to. I use the gatling laser, and with rank 3 of this perk and the repair bobblehead, shooting a full clip of 500 shots should drain a full fusion core to 54%, but it’s draining my cores to 33% instead.

It’s on a new character. I haven’t even played Nuka World on any character yet. My old character is fine just like yours is, but new characters experience this bug with gatling lasers. They must have changed something in a patch at some point.

I found something interesting about the perk relating to being used in power armor though. Even further investigation with the creation kit revealed that rank 1 of Nuclear Physicist ACTUALLY increases fusion core duration when used in power armor by 50% instead of 25%, rank 2 doubles it instead of increasing it by 50%, and rank 3 brings it back down to 50% instead of doubling it. Someone at Bethesda was drunk when they messed with this perk.


21288October 12 2016LocationsUnofficial Fallout 4 PatchSynths spawning mid-air in the institute craterNewWindows PCLowMedium Task Description

this is weird, I don’t even know if locations would be the right place to report, if don’t, excuse-me

after you destroy the institute, some synths spawn mid air in the crater of the explosion, then they fall to the water

managed to get some screens, and the id of one of those synths - 0019053f [PP]

http://i.imgur.com/4IjupS7.jpg

http://i.imgur.com/eQSB9T8.jpg

21286October 11 2016QuestsUnofficial Fallout 4 PatchOut In The Left Field repeatable and reward bugNewWindows PCLowMedium Task Description

After completing this quest, the sole survivor may come back after a few days (specific time not verified) to ask him for the same job. You can also ask for more money to do the job. The glove, baseball and card are able to be found again in their original locations. The quest can be completed again. However, if one chooses to do this, another entry will be entered into the quest tab in the Pip-Boy.

When you return to Moe Cronin (Swatter shop in Diamond City) after completing the side quest for the first time, the dialogue option “looking for work” is selectabe again, and Moe acts as if you don’t accepted the quest previously. His dialogue starts with “So you changed your mind about that job...”
Also, if you pass charisma checks asking for reward, the highest amount is 200 caps per item retrieved (600 caps total) however when you turn in the quest he pays you 300 (900 total)

21284October 09 2016QuestsUnofficial Skyrim Legendary Edition PatchBrynjolf TG initiation forcegreets double speechNewWindows PCDayDreamerLowMedium Task Description

When you come out of the Bee and Barb (or around the corner) the first time, Brynjolf will forcegreet you. As you get close enough to him, he'll also hello you first. So he says the same thing twice.

When you're done, he'll hello and forcegreet you again, saying the same thing twice.

21283October 09 2016QuestsUnofficial Skyrim Legendary Edition PatchBrand-Shei TG scene after 8 pmNewWindows PCDayDreamerLowMedium Task Description

If you do the initial TG reverse pickpocket too close to 8 pm, Brand-Shei walks away afterward. The guard comes and stands talking to the empty booth, demanding he turn out his pockets.

Need to condition the scene start based on Brand-Shei standing near his booth marker (and the player being present). That should hold it to the following day.

As soon as the guard starts walking toward the booth, Brand-Shei's scene package should be active immediately, so that he'll walk into the booth and meet the guard. Currently, he walks there after the guard starts talking, so there can be a huge delay.

21280October 08 2016ScriptsAlternate Start - Live Another LifeShip to SolstheimConfirmedWindows PCbombastusLowMedium Task Description

If you choose the option “I arrived on board a ship” and Raven Rock, you’ll get a cutscene. If you then pan the mouse from side to side, you’ll get graphical oddities, that isn’t possible if you buy a ticket in Windhelm.

Debatable if this is a bug or over-caffeinated player I guess, but the two journeys are different.


Reported version: 3.1.3


21268October 05 2016MeshesUnofficial Fallout 4 PatchWild Razorgrain and Wild Mutfruit are not harvested pro...NewWindows PCLowMedium Task Description

The Wild Razorgrain and Mutfruit plants do not have a mesh change when harvested. Wim95 has produced a fix for that, should it be merged?

Wild Mutfruit:

http://www.nexusmods.com/fallout4/mods/17925/?

Wild Razorgrain:

http://www.nexusmods.com/fallout4/mods/17975/?

21265October 04 2016QuestsUnofficial Fallout 4 PatchWhen Freedom Calls not completable if already raided in...NewWindows PCLowMedium Task Description

If the player has already performed a raid in the Nuka-World DLC, but has yet to interact with Preston Garvey it makes the "Meet Preston in Sanctuary" quest stage unable to be completed. Instead of his usual dialogue to finish the quest he will instead give his "I'm finding it hard to trust you speech". This is an issue as not only does it make the first Minuteman quest incompletable, but also does not add Preston to Sanctuary as a settler , and the others are still considered quest related and can't be moved, so Sanctuary cannot be targeted for raiding.

Using the console to complete these quests also does not seem to fix some of the above issues, such as making Preston a settler, likely as these are tied to dialogue segments rather than the quests themselves.

21264October 04 2016QuestsUnofficial Fallout 4 PatchStar Control Quest - Pre-mature completion?NewWindows PCBrandonLowMedium Task Description

If you finish the (Optional) requirement "clear the galactic zone," it finishes the quest, even if you still have non-optional tasks open.

I had all of the "find X # of star cores in Y zone" tasks still open and in progress, but I killed a robot and so it closed the quest and didn't let me finish those.

In a way I guess it makes sense if taking care of the robots was the end goal of the Star Control questline.

It was mostly annoying because I wanted to use the map markers from the tasks to find all the star cores, and I didn't think that finding star cores should be cancelled out by optionally killing all robots. It was a surprise when the quest closed itself.

So... it may not really be a bug. BUT, I have part two for you:

All of the robots inside the RobCo Battlezone don't count for the requirement "clear the galactic zone".

I had two interior areas left to kill the robots, Nuka Galaxy and Battlezone. I killed the last robot in Nuka Galaxy, and it closed the quest, even though I had not killed all the robots inside the Battlezone.

21257October 01 2016MeshesUnofficial Fallout 4 PatchBad meshes near USS ConstitutionNewWindows PCLowMedium Task Description

Sadly couldn’t get any ID in the area, but here’s a save right in front of the location.

https://www.dropbox.com/s/jccnhkhbj9cq6f0/Quicksave0_FF679095_4861727269736F6E_Commonwealth_031227_20161001220132_84_2.fos?dl=0

21251September 29 2016MeshesUnofficial Fallout 4 PatchGore havok meshes do not work well with Contraptions DL...NewWindows PCLowMedium Task Description

I was playing around with the conveyor belts and when humanoid gore parts are put in machines and extracted to follow along the conveyor they will instead spawn below the machine at what I think is the origin and not move along the belt. This has the potential to create unneeded geometry after a while. Could this be a problem with the meshes origin, or havok for spawning correctly on the conveyor belts? This happens with both the gore head mesh that is comprised of many havok parts (likely used when exploding an enemy’s head and gore flies everywhere) and also the torso gore part on my end.

The humanoid bones are fine and will work as intended, even if they can fall off easily at intersections / curves if many are colliding, but I would think this is normal behavior.

Thank you very much! :D

21249September 29 2016Settlements & WorkshopsUnofficial Fallout 4 PatchUnable to use resources in power armor workbenchNewWindows PCLowMedium Task Description

Today I began having problems with the power armor workbench. I was trying to mod and repair my overboss set at the castle but for some reason, it said I did not have any resources to use. I exited the station and checked my workbench inventory and found that I DID, in fact, have all the components required to repair my armor. I thought it might have been an issue with the armor set itself so I tried to edit a few other sets, all getting the same issue. I stored all of the workbenches and placed them back down and I was able to add mods to one set of power armor, but when I left the workbench and went back in I couldn’t. I could use the components the workbench claimed I was missing on other workbenches, just not power armor ones. This happened at The Castle and Sanctuary (if that means anything) which are both connected via supply lines. I uninstalled any mod that would edit power armor and the glitch still happened. I have all the DLC btw.

So basically, even though I have all of the required components, I am told that I don’t have the components when trying to mod power armor.

21244September 26 2016MagicUnofficial Skyrim Legendary Edition PatchPotential minor bug with the Magelight spell (00043323)...NewWindows PCLowMedium Task Description

https://www.flickr.com/photos/baccy/22643165764

1. The Magelight spell description states a duration of 60 seconds but the actual duration (shown by SkyUI) appears to be 90.

2. Loading USLEEP and the masters in xEdit seems to indicate USLEEP changed the duration value from 60 to 90 (apparently the Stability perk has some relation here???).

3. Only appears to affect the Magelight spell, not the Candlelight spell (which shows 60 both in the SkyUI Alternation tab and in the Candlelight description card).

4. Started completely new game. My character is a level 1 Nord, with no perks. Cast Magelight with one hand and Candlelight with the other. The Active Effects screen shows Candlelight starting with 60s time left. When Candlelight expires, Magelight lasts substantially longer.

My load order:

Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Legendary Edition Patch.esp

I’ve tested this with USLEEP 3.0.5 and 3.0.6 (with no other mods besides USLEEP installed) as well as with vanilla Skyrim with nothing but the base game and all DLCs. It exhibits this behavior with USLEEP (3.0.5/6) and does not under pure vanilla.

21242September 23 2016TextUnofficial Skyrim Legendary Edition PatchDialogue but no captions in Hired Muscle DGIntimidateQu...NewWindows PCRobert MorleyLowMedium Task Description

In the Hired Muscle quest, the dialogue line "You're tougher than you look. You got me, fair and square." has audio, but no captions. To save you time, this is a shared line that lives in DGIntimidateQuest.

To my eye, everything looks fine, so I'd be curious to know what causes it, if you track it down. I'm wondering if it's some bizarre bug where it's trying to bring up the menu, so the captions don't get displayed? That's just a wild guess, though.

21237September 22 2016ActorsUnofficial Fallout 4 PatchDialogue camera broken when asking Gage about relations...NewWindows PCLowMedium Task Description

The dialogue camera breaks when asking Gage how he feels about your relationship.

This also occurs during most companion swap scenes involving Preston.

21228September 20 2016QuestsUnofficial Fallout 4 PatchQuest Bug - A World of RefreshmentNewWindows PCLowMedium Task Description

So basically the problem is the quest is currently unable to be finished. This is because the quest tells me to clear out the "Nuka-Cola Bottling Plants interior" even after I've done so multiple times for hours on end. The map marker directs me to go inside and there is no enemy in sight. I've looked everywhere and went through shooting every thing with the spray and pray. I ran through dropping fusion cores out of my power armor and nothing. Because of this you're unable to put the flag at the top of the building and assign a gang to this area. Because of this bug you're stuck and cannot proceed with the main quest. If this could be looked into and fixed it'd be very appreciated.

21225September 20 2016QuestsUnofficial Skyrim Legendary Edition PatchAdelaisa forces dialogueNewWindows PCLowMedium Task Description

In MS10, after you get the info about Blood Horkers, when you get back to the East Empire Company, the objective is "Report back to Orthus". However, there's a scene that plays out between Orthus and Adelaisa, and after that the quest marker points to Adelaisa, and she forces you into dialogue without you saying "I know where the Blood Horkers are".

What should happen is, you talk with Orthus, during which you share the info, and he reveals Adelaisa as his superior and refers you to her. Then the marker should point to Adelaisa with her greeting you with the MS10AdelaisaKnowIslandBranch topic (still no forced dialogue). Or you can talk directly to Adelaisa without talking to Orthus, and she greets you with generic Hello lines, after which you can tell her "I know where the Blood Horkers are".

21216September 19 2016Perks & StatsUnofficial Fallout 4 PatchPerception Stuck at an impaired "(-)1"NewWindows PCLowMedium Task Description

Fallout 4 character’s Perception became stuck at (-)1 after an encountering several death-claws and a swarm of Stingwing chasers in the glowing sea(not exactly sure when it happened). I thought it was a result of the head being crippled but even after sleeping, stimpacks, refreshing beverages and using a wasteland doctor the (-)1 remains. Not sure if this info. is enough to work with, but I figured I’d give reporting it a shot. Thanks!

21215September 18 2016Perks & StatsUnofficial Fallout 4 PatchCodsworth' Robot Sympathy companion perk has an incorre...NewWindows PCLowMedium Task Description

The description says that you receive +10 Damage Resistance against robot energy weapons.

This is incorrect as you can see in Perk → CompCodsworthPerk. The perk reduces damage from robot energy weapons by 10% instead.

21204September 14 2016QuestsUnofficial Fallout 4 PatchNaked Settlers when Slave Collar Removed - Nuka WorldConfirmedWindows PCLowMedium Task Description

At the end of the Nuka World quest Open Season, settlers remove their slave collars after a few in-game days. However they also lose all of their clothes. This has been reported by many players, including those on consoles who do not use mods. I recorded the issue here:

https://youtu.be/mWLlUSIP6MM

21199September 12 2016QuestsUnofficial Fallout 4 PatchPenny Fitzgerald dialogue stuck during Human ErrorNewWindows PCLowMedium Task Description

If you visit Covenant vendor Penny Fitzgerald BEFORE talking to Honest Dan to start the Covenant quest, later her dialogue will be stuck, she’ll only say “Enjoy Your Stay” and you cannot either barter or interrogate her about the Missing Caravan. This is bad because she will give leads about where to look for the missing caravan.

21188September 10 2016ItemsUnofficial Fallout 4 Patch10mm Large Magazine cannot attachNewWindows PCLowMedium Task Description

Noticed after starting new character to play through all DLC at appropriate levels.

The 10mm “Large Magazine” weapon mod can only be built from scrap. The game does not register having a pre-built copy in player or workshop inventory.

Tested with no mods, no DLC, new character. Leveled up with console, selected required perk, built, removed, and attempted to re-attach using Sanctuary workbench.

21180September 08 2016ActorsUnofficial Skyrim Legendary Edition PatchIssue with Imperial Legion/Stormcloak camp NPCsNeeds User FeedbackWindows PCLowMedium Task Description

After joining the Stormcloak faction, I went to the Winterhold Imperial camp and the NPCs there warned me to leave. This part is normal.

The strange part is that even though they were warning me to leave and had weapons out, I was able to talk to the quartermaster and enter the merchant trading screen. Pretty sure that’s not supposed to happen.

The second strange part is that the legate is still marked as essential even though he is only used for an Imperial Legion quest (which is impossible for you to obtain if you have already joined the Stormcloak faction). He doesn’t appear to be used for anything else in the civil war other than one quest, which is only available if you join the imperial legion. I’m guessing the game doesn’t bother to set the Imperial Legion/Stormcloak NPCs to non-essential once you join the other faction.

So two issues :

1. Players should not be able to trade with the quartermaster of opposing factions

2. Quest NPCs of opposing factions should be set to non-essential if they are no longer essential (as in, the player can no longer get quests from them and they are not used for anything else). They should only be essential if they are still required for something else in the civil war quests.

21179September 08 2016QuestsUnofficial Fallout 4 PatchCan't Drop Institute Relay Targeting SequenceNewWindows PCLowMedium Task Description

PS4 bug.

After completing The Nuclear Option (Minutemen) I have found the Institute Relay Targeting Sequence holotape to still be flagged as a quest item and it can’t be dropped.

This item’s base ID is 0017e1bf.

21172September 07 2016ActorsUnofficial Skyrim Legendary Edition PatchJaree-Ra incorrectly has friend relationship with the p...NewWindows PCLowMedium Task Description

After putting out the lighthouse fire for him, i proceeded along the quest normally and ended up killing him in the pirate hideout. The weird thing is, the ebony blade powered up from killing him because he still had a friend relationship with me. Im guessing that the quest sets him to friend status after you put out the lighthouse fire, and doesnt bother to change him to foe afterwards when his betrayal is revealed.

He should not be considered a friend at this point of the quest for obvious reasons.

21155September 06 2016QuestsUnofficial Fallout 4 PatchCappy in a Haystack Quest bug(s)NewWindows PCLowMedium Task Description

To whom it may concern,

I have reported this bug(s) on the fallout 4 forum here, on Nexus mods, and on steam. After reading the FAQ here, i found for posting this is the correct place to post it, so i am posting all relevant information here.

First off, this has to do with the NUKA WORLD DLC.

Second, this is a bug affecting the base game. I have no mods i use. I am not even using the UF4P atm.

Third, there are two parts of this bug that are on the same quest. Because the quest has two different bugs associated with it, I will post them together on this topic.

Here is a description of the bug(s) associated with this quest i have found. Note that i have confirmed this is actually a bug myself, does not affect everyone who plays the game, is somewhat common, and breaks the quest basically. I am coping and pasting a post i put on nexus mods site because it is easier to do than to look for each link about the issue again:

The following are some links confirming this quest has this bug and is not only effecting myself personally:

http://steamcommunity.com/app/377160/discussions/0/350540974003333949/

http://steamcommunity.com/app/377160/discussions/0/350540780275626339/

http://steamcommunity.com/app/377160/discussions/0/350540780275081730/

http://steamcommunity.com/app/377160/discussions/0/350540973992798975/

Apparently someone also posted even on Bethesda.net, with a weird workaround:

https://community.bethesda.net/thread/78132?start=0&amp;tstart=0

Same but also on consoles too:

https://community.bethesda.net/thread/78719?start=0&amp;tstart=0

It could be where your standing, but i don’t think it is..i think it is a bug, and a common one at that. It appears that it did not effect you i guess your lucky. It seems likely it is a bug since it seems to effecting several people playing the game:

https://en.wikipedia.org/wiki/Software_bug

Considering it also made more problems even after i was forced to use the switch ending. First, Sierra was still unresponsive, and when i went outside and back in, she gave both sad and happy answers when talking to her, but her location was still at end of stairs. In other words, she was talking to me with lines like i did not unplug the head guy, and also at same time giving me sad lines. Second, my UI was gone. I had to go out of my power armour to actually fix it. Third, Piper (the companion i was using!) went invisible. Even though she was talking to me and walking around with me, according to the overseer tracker thing, she became invisible. Leaving and re-entering the map did not work. It also made it so i cannot give Sierra the Cola Recipe, so it broke the quest, making it so you cannot progress further into the quest, or to be more precise, actual being able to finish it..

NOTE: If im “forced” to use console commands to fix it, it is breaking my immersion in the game and means it is a bug as it was not designed to do that.


21151September 06 2016AudioUnofficial Skyrim Legendary Edition PatchSilent Runed LexiconNewWindows PCRobert MorleyLowMedium Task Description

When you click on it in your inventory, the Runed Lexicon makes no sound.

21138September 02 2016ItemsUnofficial Fallout 4 PatchLever Action Rifle have both automatic and manual fire ...NewWindows PCLowMedium Task Description

first of all, sorry if this isn’t the right section

Far Harbor’s Lever Action Rifle have both automatic and manual fire mode; when shooting from the hip it’s automatic, when shooting while aiming from scope, it’s manual. I believe the automatic mode should be a bug.

21137September 02 2016LocationsUnofficial Fallout 4 PatchPip Boy lantern don't work when exiting indoor to outdo...NewWindows PCLowMedium Task Description

If you have your pip boy light enabled while inside the museum of freedom for example, and you go out to the wasteland, your pip boy lantern automatically turns off

not certain if it’s a bug

21134September 01 2016QuestsUnofficial Fallout 4 PatchContinually BusyNewWindows PCLowMedium Task Description

I was playing The Nuka-World DLC and I Entered Fizztop Mountian to see what was in there and then I left. About 30 mins later I came back in to talk to Nisha in the Quest "An Ambitious Plan" but when I pressed A to chat with her I got the message "This individual is busy" after I received this message I left the room and tried to talk to her but I got the same message. Then I exited the room and quit to the main menu and loaded my save and tried to talk to her again and got the same message. and then I completely closed out of Fallout 4 and loaded back up my save to find that I still cant talk to her. Please tell me how this can be fixed because this has happened in the Vanilla game but after a long enough time I could talk to them and they weren't busy. This could be a game bug and with this bug I can't start the main quest line for Nuka-World. If this can be solved I need to restart this DLC from the beginning. Please help me with a solution to this problem. If its fixable with out restarting the DLC please put it the Mod on the Xbox.

Thanks, Marinecoco

21123August 26 2016QuestsUnofficial Fallout 4 Patch(Fallout4MercerSafehouseQuest) Unachievable objectiveNewWindows PCLowMedium Task Description

(All data about quest stages was brought from what the fallout wiki states, as my bug is on xbox one) Upon starting stage 100 of railroad radiant quest mercer safehouse, it states to ‘setup defenses at murkwater construction site 13%’. I had previously cleared every possible mercer safehouse location and put 13 defense worth of turrets at the sight. Adding one defense increases percent by one. And it is also stuck at exclusively murkwater construction site. I have never used any mods on this character aside from unofficial patch to see if it could fix it. Contact if more details are needed

21115August 24 2016QuestsUnofficial Fallout 4 PatchA New Threat never stops runningNewWindows PCLowMedium Task Description

Even after completing the quest “A New Threat” as part of the Automatron DLC, the quest(DLC01MQ02) still runs in the background.

21114August 24 2016QuestsUnofficial Fallout 4 PatchHere There Be Monsters never stops runningNewWindows PCLowMedium Task Description

Even after completing “Here There Be Monsters”, the game, when checked via console, still shows the quest(MS02) and the associated (MS02Donny) as running.

21111August 21 2016Settlements & WorkshopsUnofficial Fallout 4 PatchNordhagen Beach settlement takeover quest issueNewWindows PCLowMedium Task Description

This is about a issue with Nordhagen Beach and it’s required quest to take over. For over 10 hours in these days, I had been doing the minutemen quests to get all settlements.But the one settlement I cannot get is Nordhagen Beach. After having wasting my time with killing ghouls and raiders, I had enough and decided to walk over there to speak to the npcs. But when I got there, all I got was generic settler lines like “yes?” “have you seen graygarden” and so on. I thought it was me being impatient so I wasted another three hours on Preston and the freedom radio. But the settlers in Nordhagen are still giving those same lines over and over, they even sometimes begin to go left and right as if one of them should leave. However, when they then decide to do settler animations like picking crops, they get stuck to the ground and looks out on the beach like mindless zombies with the same lines.

So yeah, here is my list of mods.


unofficial fallout 4 patch.esp

BobbleMagazine.esp

dD-enhanced blood.esp

EAMR.esp


EAMR = eyewear and mask retexture

21103August 19 2016Placed ReferencesUnofficial Fallout 4 PatchInstitute chair pushes player out of boundsNewWindows PCLowMedium Task Description

https://www.twitch.tv/esamarathon/v/80551085?t=19h07m14s

I’ve also tried it and it still happens in the up to date vanilla. What happens is that there is some automated animation when getting up from the chair that makes the player do a 180 and step forward - in this case through the wall, which is potentially deadly because there is a huge drop right in front of the player.

21100August 18 2016MeshesUnofficial Fallout 4 Patchcertain concrete structures not casting shadows correct...NewWindows PCLowMedium Task Description

some id’s - 00024a3e and 00043ec2

screens

http://i.imgur.com/p1nfQp8.jpg

http://i.imgur.com/NltEQQB.jpg

http://i.imgur.com/SXyiIgr.jpg

21096August 16 2016AudioUnofficial Fallout 4 Patchdeadeye legendary effect glitched soundNewWindows PCLowMedium Task Description

the deadeye legendary effect slows down time when you aim from the sights or scope, the effect last about 5 seconds and icludes a low motion audio effect, problem is, said audio effect persists after the legendary effect ends. the gun will be firing at normal speed, but the slow motion audio will still be playing until you reload or shoot from the hip.

21094August 15 2016Settlements & WorkshopsUnofficial Fallout 4 PatchCrops no longer pickable since 1.0.5NewWindows PCLowMedium Task Description

Since the newest update, pickable food is no longer showing up on crops. I’ve removed the mod file and they reappear to be collected. It’s not affecting the actual food generation, nor the excess crops being placed into workshop, just the pickable food from plants.

I’ve ensured that UFO4P is placed in the correct position for load order. I didn’t have this issue previously, with 1.0.4c update.

Thanks.

21081August 12 2016QuestsUnofficial Fallout 4 PatchBrotherhood Main Quest BUG (Liberty Reprimed)NewXBox OneLowMedium Task Description

In the brotherhood Quest Liberty Reprimed you are required to build 4 Electromagnetic Actuators. However the game will not give credit to any built. Tested the a fix given from fallout wiki but it cannot be repeated. It will even give negative credit a few times.

Bug prevents any continuation of brotherhood main quest. I have stopped playing the game indefinitely. Any fix would be great.

21074August 08 2016TextUnofficial Fallout 4 PatchLegendary Raider Veteran - typo in nameNeeds User FeedbackWindows PCSclerocephalusLowMedium Task Description

UFO4P has it spelled “Veteren” (should be “Veteran”)

21071August 08 2016MeshesUnofficial Fallout 4 PatchVault Tec Light MeshesNewWindows PCLowMedium Task Description

light fixtures above your head cast shadows from below

http://www.nexusmods.com/fallout4/mods/17083/

21070August 08 2016ItemsUnofficial Fallout 4 PatchDiMA's memories cannot be droppedNewWindows PCLowMedium Task Description

As part of the Far Harbor MQ one get copies of various memories of DiMA, however, even after deciding the fate of The Island, and finishing all the main quests, several of these taps cannot be dropped.

21069August 07 2016AnimationsUnofficial Skyrim Legendary Edition Patch2H Axe/Hammer walking/running animations bugNewWindows PCLowMedium Task Description

There seems to be a bug with the vanilla 2HW animations when walking and running. It can be triggered either by running a significant distance or by strafing/backpedaling and then moving forward again. What results is this unusual, jerky upper body movement. You can see it in this webm:

https://gfycat.com/MagnificentSleepyIbisbill

If you’re having trouble seeing it, pay attention to the hair reflections. Before the animation bugs out, the reflections stay consistent. As soon as I trigger the bug, however, you can see the reflections moving around as the PC’s head jerks side to side. The axe and arms also seem to follow the movements, which leads me to believe it’s an issue around the spine rather than the neck.

The bug does not seem to affect the greatsword animations. Strangely enough, however, overwriting the axe/hammer walking and running animations (2hw_walkarmblend.HkX and 2hw_runarmblend.HkX, respectively) with those of the greatsword (2hm_walkforward.HkX and 2hm_runforward.HkX) does not seem to fix the issue.

21068August 07 2016Placed ReferencesUnofficial Fallout 4 PatchWrong water level at Forest Grove MarshNewWindows PCLowMedium Task Description

ID of a nearby building - 001817dc

http://i.imgur.com/sUCblZS.jpg

21061August 07 2016QuestsUnofficial Skyrim Legendary Edition PatchA Jarl's Justice AutocompletingNewWindows PCLowMedium Task Description

I’m working on testing this out now, so far I can personally only confirm it for the Imperial side of the Civil War but see refernces to it on some wiki’s for both sides.

For my own testing I’ve completed the main story quests of Dawnguard (as well as the original main quest and Dragonborn’s), joined/destroyed the various joinable factions and completed their main quests (no side quests), and progressed to completing the Imperial Civil War quest the Battle for Fort Dunstad. Upon completion, “A Jarl’s Justice” completes but does not appear in the journal nor was it present prior to completion.

Seems like the only bug in Tracdown or the list of changes is related to it not being a quest you can do outside of Dawnstar or Riften so it’s likely to effect only those two holds on an unpatched game.

I also saw rumors of this quest not being doable post Season Unending which does not appear to be true as I did Season Unending prior to even begining the Dawnguard main quest. Also reports that Season Unending - giving the Rift to the Stormcloaks - can cause this to autocomplete as well (But I’d imagine you’d have to do the Dawnguard main quets prior to completing Season Unending which I have not done).

21054August 06 2016Perks & StatsUnofficial Fallout 4 PatchPermanent perception bonusNewWindows PCLowMedium Task Description

As part of the Vault Tec workshop DLC one can bild various devices, each of which temporarily boosts your SPECIAL stats, for some reason or another, the photorpter device has boosted by perception stat by 1, and hasn’t worn off in days.

Not sure what is causing it, but it should wear off after some time like all the others.

21052August 05 2016MeshesUnofficial Skyrim Legendary Edition PatchMythic Dawn banners are separate meshes from the Generi...ConfirmedWindows PCMadCat221LowMedium Task Description

Filing a report from the SkyNex thread. The Mythic Dawn banners appear to be one-sided meshes with the two-sided flag enabled in its material shader flags, thus having the same problem as the GenericBannerRed set had: the “back” side doesn’t react to lighting properly. In Silus’s house, the Mythic Dawn banners have their “back” sides facing out into the room. I’d just replace them outright with the GenericBannerRed meshes... except they aren’t identical meshes with different texture pathing.

Either they simply get flipped, or Hana will have to make the fix since we discovered last time that the Max NIF scripts zero out the pivot origin coordinates and that can mess with roombound partitioning. I attempted to use the Flip Faces and Flip Normals options, but they appear to be nonfunctional. They look correct in NIFSkope, but do not work in-game or in the CK.

21041August 03 2016Placed ReferencesUnofficial Fallout 4 PatchInvisible tree at scantuaryConfirmedWindows PCLowMedium Task Description

ID - 0002353c

It’s invisible at some angles, here’s some screens

http://i.imgur.com/lkOJVSx.jpg

Here’s the casted shadow

http://i.imgur.com/hi9qnm9.jpg

It can be selected in workshop mode

http://i.imgur.com/xBP8uGD.jpg

When looking up, it can be seen normally


21037August 03 2016QuestsUnofficial Fallout 4 Patch[Far Harbor] Best Left Forgotten - Indexers "lose" memo...NewWindows PCLowMedium Task Description

Supposedly this can happen to any of the memory sections, but to me it happened in the fourth.

It seems that there’s a chance that when one of the indexer bugs dies, they may not properly return the memory chunk they were carrying back to the pickup point.

Since there’s no way to reset a simulation level, the only way to proceed is via the console by setting quest stages.

21008August 01 2016ItemsUnofficial Fallout 4 Patchsettlers wont equip pipboyNewWindows PCLowMedium Task Description

As aprt of the new Vault-Tec workshop DLC, the player gains the ability to give pipboys to settlers for them to equip.

However, often times settlers simply wont equip the pipboys unless you shove like 10 of them in their inventories, and will often equip 3 or more at once(though htis causes no error when its shown on thier arm)

21004July 31 2016QuestsUnofficial Fallout 4 PatchDN133 - Script missingNewWindows PCSclerocephalusLowMedium Task Description

Got these errors on my log while clearing the Castle:

[07/31/2016 - 09:12:25PM] error: Cannot call Increment() on a None object, aborting function call
stack:
    [alias CourtyardMirelurks on quest DN133 (000AE9A7)].defaultcounteraliascolincondeatha.Increment() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCounterAliasColIncOnDeathA.psc" Line 8
    [alias CourtyardMirelurks on quest DN133 (000AE9A7)].defaultcounteraliascolincondeatha.WaitingForDeath.OnDeath() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCounterQuestRefColIncOnDeath.psc" Line 25
[07/31/2016 - 09:12:28PM] error: Cannot call Increment() on a None object, aborting function call
stack:
    [alias CourtyardMirelurks on quest DN133 (000AE9A7)].defaultcounteraliascolincondeatha.Increment() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCounterAliasColIncOnDeathA.psc" Line 8
    [alias CourtyardMirelurks on quest DN133 (000AE9A7)].defaultcounteraliascolincondeatha.WaitingForDeath.OnDeath() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCounterQuestRefColIncOnDeath.psc" Line 25
[07/31/2016 - 09:12:34PM] error: Cannot call Increment() on a None object, aborting function call
stack:
    [alias CourtyardMirelurks on quest DN133 (000AE9A7)].defaultcounteraliascolincondeatha.Increment() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCounterAliasColIncOnDeathA.psc" Line 8
    [alias CourtyardMirelurks on quest DN133 (000AE9A7)].defaultcounteraliascolincondeatha.WaitingForDeath.OnDeath() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCounterQuestRefColIncOnDeath.psc" Line 25
[07/31/2016 - 09:12:37PM] error: Cannot call Increment() on a None object, aborting function call
stack:
    [alias CourtyardMirelurks on quest DN133 (000AE9A7)].defaultcounteraliascolincondeatha.Increment() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCounterAliasColIncOnDeathA.psc" Line 8
    [alias CourtyardMirelurks on quest DN133 (000AE9A7)].defaultcounteraliascolincondeatha.WaitingForDeath.OnDeath() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCounterQuestRefColIncOnDeath.psc" Line 25

The Increment() function of defaultcounteraliascolincondeatha script looks as follows (the offending line is marked with asterisks):

Function Increment(ObjectReference akSenderRef)

	if (MaintainTargetValue)

		(GetOwningQuest() as DefaultCounterQuestA).TargetValue = GetCount()

	EndIf

***	(GetOwningQuest() as DefaultCounterQuestA).Increment() ***

	if (RemoveWhenDead)

		Self.RemoveRef(akSenderRef)

		if (MaintainTargetValue)

			(GetOwningQuest() as DefaultCounterQuestA).Decrement()

		EndIf

	EndIf

	if ((GetCount() <= TargetRemainingCount) && (MyRemainingStage > -1))

		GetOwningQuest().SetStage(MyRemainingStage)

	EndIf

EndFunction

Obviously, ‘GetOwningQuest() As DefaultCounterQuestA’ is ‘none’. No suprise, because the DefaultCounterQuestA script does not exist on quest DN133.

20971July 27 2016PapyrusUnofficial Fallout 4 PatchMS07bPlayerSitScript - Cannot call GetRef() on a None o...ConfirmedWindows PCSclerocephalusLowMedium Task Description
[07/27/2016 - 02:52:08AM] error: Cannot call GetRef() on a None object, aborting function call
stack:
    [alias Player on quest MS07b (000229FD)].MS07bPlayerSitScript.OnSit() - "g:\_F4\Art\Raw\ScriptsMilestone\MS07bPlayerSitScript.psc" Line 9
20970July 27 2016PapyrusUnofficial Fallout 4 PatchSuperMutantBerserkerScript - Cannot GetValuePercentage ...NewWindows PCSclerocephalusLowMedium Task Description
[07/27/2016 - 02:37:43AM] error: Cannot GetValuePercentage with None ActorValue
stack:
    [ (000997CD)].SuperMutantBerserkerScript.GetValuePercentage() - "<native>" Line ?
    [Active effect 2 on  (000997CD)].AbLegendaryScript.OnHit() - "g:\_F4\Art\Raw\ScriptsMilestone\AbLegendaryScript.psc" Line 8
[07/27/2016 - 02:37:46AM] error: Cannot GetValuePercentage with None ActorValue
stack:
    [ (000997CD)].SuperMutantBerserkerScript.GetValuePercentage() - "<native>" Line ?
    [Active effect 2 on  (000997CD)].AbLegendaryScript.OnHit() - "g:\_F4\Art\Raw\ScriptsMilestone\AbLegendaryScript.psc" Line 8
[07/27/2016 - 02:37:49AM] error: Cannot GetValuePercentage with None ActorValue
stack:
    [ (000997CD)].SuperMutantBerserkerScript.GetValuePercentage() - "<native>" Line ?
    [Active effect 2 on  (000997CD)].AbLegendaryScript.OnHit() - "g:\_F4\Art\Raw\ScriptsMilestone\AbLegendaryScript.psc" Line 8
[07/27/2016 - 02:37:51AM] error: Cannot GetValuePercentage with None ActorValue
stack:
    [ (000997CD)].SuperMutantBerserkerScript.GetValuePercentage() - "<native>" Line ?
    [Active effect 2 on  (000997CD)].AbLegendaryScript.OnHit() - "g:\_F4\Art\Raw\ScriptsMilestone\AbLegendaryScript.psc" Line 8
[07/27/2016 - 02:37:54AM] error: Cannot GetValuePercentage with None ActorValue
stack:
    [ (000997CD)].SuperMutantBerserkerScript.GetValuePercentage() - "<native>" Line ?
    [Active effect 2 on  (000997CD)].AbLegendaryScript.OnHit() - "g:\_F4\Art\Raw\ScriptsMilestone\AbLegendaryScript.psc" Line 8
[07/27/2016 - 02:37:59AM] error: Cannot GetValuePercentage with None ActorValue
stack:
    [ (000997CD)].SuperMutantBerserkerScript.GetValuePercentage() - "<native>" Line ?
    [None].AbLegendaryScript.OnHit() - "g:\_F4\Art\Raw\ScriptsMilestone\AbLegendaryScript.psc" Line 8

This script’s ActorValue property ‘Health’ is missing a value.

20962July 26 2016QuestsUnofficial Skyrim Legendary Edition PatchMelka disappearedNewWindows PCLowMedium Task Description

I did the quest and it worked fine, but I had to go back to a previous save file for another reason, and when I came back, I redid the quest and it worked, but when I got to the last room, Melka was gone. I looked everywhere, spent a good 30 minutes in just that room with a torch, then went through the whole tower and all the rooms three times, but she was no where. She wasn't dead, because I would have found her body. I also checked all the secret rooms.

20960July 26 2016ActorsUnofficial Skyrim Legendary Edition PatchValdr floating and cannot be activated for dialogueNewWindows PCLowMedium Task Description

Valdr is outside Moss Mother Cavern asking for help but he is standing upright above the ground. He cannot be talked to despite him requesting assistance.

I'm level 14 and this is the third time that I have been in the area. First time, I walked down the main road on route to Solitude for Diplomatic Immunity. Second time, I turned on the path shortly before the path to Moss Mother Cavern so I could cut through the woods to go clear Bilegulch Mine. This time, I was directed to Moss Mother Cavern to pick up Runil's journal.

I have seen Valdr correctly sitting by the log before on other games (different load orders). But I have also had him standing in the air (again with different load orders).

I am wondering if it has something to do with him spawning, not being interacted with and then the cell being reloaded without enough time for a proper reset.

20953July 25 2016ItemsUnofficial Fallout 4 PatchPower armor fusion core drains while riding a vertibirdNewWindows PCLowMedium Task Description

Riding a vertibird while in power armor drains the power armors fusion core.

20924July 20 2016MeshesUnofficial Skyrim Legendary Edition PatchObject clipping issue on Cell POITundra18(unnammed/unma...NewWindows PCLowMedium Task Description

https://forums.nexusmods.com/index.php?/topic/3363860-unofficial-skyrim-legendary-edition-patch/page-326#entry39421920 (Yeah, silly me should throw the ticket into this bug tracker but I were just lazy...

The funny part is you can clipped into that "snow base" and directly go to inside the ruin.
I tried record how to make it happens...it's a bit of tricky but possible and you can always do that if you know the exact location of "hole"...

https://www.youtube.com/watch?v=_aqVXE2j1HA
Minor bug but just looks weird if you ask me... :p

20917July 18 2016AudioUnofficial Skyrim Legendary Edition PatchFemale Sultry voiced followers use some Female Young Ea...NewWindows PCNebulous112LowMedium Task Description

I believe you guys know about this, but I didn’t see an issue on the tracker for it, so I thought I would add one.

USLEEP adds missing follower dialogue lines for the Female Sultry Follower voice type, however the lines are with the altered Female Young Eager voice. This causes followers with the Female Sultry voice type to “switch” back and forth between voices depending on the dialogue used.

CloudedTruth has fixed the issue with this mod: Female Sultry Follower Voice Fix. There is a video https://www.youtube.com/watch?v=s5Qg8Du-6TI on the mod page showing the issue in detail.

20916July 18 2016Textures & MaterialsUnofficial Fallout 4 PatchX-01 Power Armor showing as T-51NewWindows PCLowMedium Task Description

In an unmarked building named 35 Court, near Custom House Tower, at the top after an elevator ride. After battling two robots (level dependent) you can access the center chamber containing the full suit of power armor. The armor will spawn X-01 after lvl 28 but may appear to be a lower grade armor (T-45, T-51 or T-60). However, upon suit entry it will become X-01 power armor

20910July 16 2016PapyrusUnofficial Fallout 4 PatchTrapCanChimes - Cannot generate a detection event with ...ConfirmedWindows PCSclerocephalusLowMedium Task Description
[07/13/2016 - 07:31:29AM] error: Cannot generate a detection event with a None owner
stack:
    [ (0017CE4C)].TrapCanChimes.CreateDetectionEvent() - "<native>" Line ?
    [ (0017CE4C)].TrapCanChimes.active.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapCanChimes.psc" Line 49
[07/13/2016 - 07:31:29AM] error: Cannot generate a detection event with a None owner
stack:
    [ (0017CE4C)].TrapCanChimes.CreateDetectionEvent() - "<native>" Line ?
    [ (0017CE4C)].TrapCanChimes.active.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapCanChimes.psc" Line 49
[07/13/2016 - 07:31:29AM] error: Cannot generate a detection event with a None owner
stack:
    [ (0017CE4C)].TrapCanChimes.CreateDetectionEvent() - "<native>" Line ?
    [ (0017CE4C)].TrapCanChimes.active.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapCanChimes.psc" Line 49

A strange one. The log tells us that “akActionRef As Actor” is None when the following event is processed:

Event OnTriggerEnter(ObjectReference akActionRef)
        debug.Trace(self + ": Entered by >> " + akActionRef)
        TriggerSound.play(self)
        CreateDetectionEvent(akActionRef as Actor, aiSoundLevel)
        if havokNudge
            self.placeAtMe(havokNudge)
        endIf
        ApplyHavokImpulse(0.0, 0.0, -1.0, 15.0)
    EndEvent

Maybe this trigger is not correctly set up and will react to other things than actors ?

20908July 16 2016PapyrusUnofficial Fallout 4 PatchDN015PuzzleScript - Cannot add text replacement pair fo...ConfirmedWindows PCSclerocephalusLowMedium Task Description
[07/12/2016 - 09:48:20PM] error: Cannot add text replacement pair for missing data
stack:
    [ (0016D86A)].ObjectReference.AddTextReplacementData() - "<native>" Line ?
    [DN015Puzzle (0016D8C7)].dn015puzzlescript.ClearFakeNames() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015PuzzleScript.psc" Line 125
    [DN015Puzzle (0016D8C7)].dn015puzzlescript.RunScan() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015PuzzleScript.psc" Line 88
    [ (0016D8C5)].Fragments:Terminals:TERM_DN015_PuzzleTerminal_0016D8C5.Fragment_Terminal_05() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Terminals\TERM_DN015_PuzzleTerminal_0016D8C5.psc" Line 18
20900July 14 2016Settlements & WorkshopsUnofficial Fallout 4 PatchInvisible Food and Recruitment Beacon Not Working (Xbox...NewXBox OneLowMedium Task Description

Hello,

My issues started while completing a Minutemen quest to clear out Costal Cottage. Prior to going there, I have already successfully started and managed about 16 settlements. I’ll list the issues, chronologically, the best I can remember after clearing out Costal Cottage:

- Plant some Mutfruit and attempt to assign the resources but the settler doesn’t respond.
- Stored the Mutfruit to replant but it was now invisible even though it was back in my inventory.
- Attempting to do anything to the “ghost” Mutfruit would immediately crash the console.
- Reloaded a save and redid. No issues. Then, I did another quest at Kingsport Lighthouse and ran into all the same issues, plus, only one settler would arrive. Got frustrated so I left to try another location and this time at Murkwater Construction Site. But, this time the following happens:
- Quest says to build a recruitment beacon, which I do, but the quest won’t progress.
- entering workshop mode causes Dogmeat (tried Cait as well) to start walking home (I assume) as they walked slowly until I couldn’t see them anymore. Once I pop out of the mode, they come running back.
- moved the generator and beacon away from the red workshop, then suddenly the quest updated, but, no settlers would arrive and Dogmest still wandered off. (Only in workshop mode)

Also, the UOF4 patch was installed during the first issue. I did attempt many things while trying to troubleshoot, such as disabling it on and off, on different saves, but no luck. If you’d like more information on what I tried or the list of mods I have active, I’d be more than happy to provide that info, if needed.

Thank you for your time and all the amazing work you all do :)

20897July 12 2016QuestsUnofficial Fallout 4 PatchMultiple NPC conversations do not playNewWindows PCLowMedium Task Description

There are many conversations between NPCs, which can be found in the creation kit, that I have never heard in hundreds of hours of gameplay, and on three separate characters. If they play at all, it must be ridiculously rare.

I remember a similar issue with scenes in Skyrim. Apparently it was sometimes caused by their quests being “configured as Actor Dialogue Events but had not been properly configured to start the scenes they were meant to call.”
An example of these scenes is: ConvBoSAirportPrydwen01Scene —- through —- ConvBoSAirportPrydwen08Scene
like the Skyrim bug above, these seem to be Actor Dialogue Events.

My example is from the Prydwen, but there seem to be bugged scenes in a bunch of places, like Railroad HQ.

20893July 11 2016MeshesUnofficial Fallout 4 PatchCompanions in Power Armor have rendering glitches in 1....NewWindows PCLowMedium Task Description

I’m not even sure this is something you can fix, but who knows? Also, I couldn’t make the search function here work, it insists there has been no ticket ever with the phrase “power armor”. Anyway...

So, I have this weird issue since 1.6, where (I think) the power armor frame below the pieces fails to render while worn by companions. The pieces itself render ok, but the hand, the fusion core and parts of the joints fail to do so. Also, if a part is missing, instead of the naked frame, there is a (very thin) limb of the NPC in question (which I suppose should be rendered inside the frame part). With Piper, the power armor helmet also failed to render, without revealing her head. The effect was a headless suit of power armor with Piper’s hat floating above the neck hole. I can reproduce this reliably by putting someone in power armor and then running away. Then I turn around and look at them, the glitch happened. Making them exit and reenter the armor fixes it temporarily.

Maybe some sort of LoD issue regarding the power armor frame mesh? Right now, I downgraded to 1.5, but upgrading to 1.6 and then downgrading back shouldn’t be a problem. As I said, I can reproduce this easy enough, are there any tests I could do to help fix this?


20877July 08 2016QuestsUnofficial Fallout 4 PatchNeil in Vault 81 wrong audioNewWindows PCLowMedium Task Description

After saving the child Austin in Vault 81 as part of the “Hole in the Wall” quest, Neil, who can be found in the entry chamber of the vault, incorrectly says you let Austin die when you didn’t.

20876July 07 2016PapyrusUnofficial Fallout 4 PatchSpotLightTriggerScript - Assigning None to a non-object...NewWindows PCSclerocephalusLowMedium Task Description
[07/07/2016 - 07:37:47PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D84E3)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:38:00PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D852B)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:38:40PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D84E3)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:46:22PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D84E3)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:46:25PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D852B)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:46:45PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D84E3)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:46:50PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D852B)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:46:54PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D852B)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:47:08PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D84E3)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:47:21PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D852B)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:48:11PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D84E3)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:48:28PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D852B)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:48:32PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D84E3)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:48:33PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D852B)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:48:48PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D84E3)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?

I’m not sure what’s happening here.

20874July 07 2016PapyrusUnofficial Fallout 4 PatchSpotlightScript - Attempting to stop an invalid sound i...NewWindows PCSclerocephalusLowMedium Task Description
[07/07/2016 - 05:24:51AM] error: Attempting to stop an invalid sound instance
stack:
    <unknown self>.Sound.StopInstance() - "<native>" Line ?
    [ (000E843A)].SpotlightScript.active.ClearSound() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightScript.psc" Line ?
    [ (000E843A)].SpotlightScript.active.Alarm() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightScript.psc" Line ?
    [ (000E843A)].SpotlightScript.active.warn() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightScript.psc" Line ?
    [ (000E843E)].spotlighttriggerscript.StartDetect() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line 306
    [ (000E843E)].spotlighttriggerscript.active.OnGainLOS() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 05:25:03AM] error: Attempting to stop an invalid sound instance
stack:
    <unknown self>.Sound.StopInstance() - "<native>" Line ?
    [ (000E843A)].SpotlightScript.active.ClearSound() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightScript.psc" Line ?
    [ (000E843A)].SpotlightScript.active.warn() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightScript.psc" Line ?
    [ (000E843E)].spotlighttriggerscript.StartDetect() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line 306
    [ (000E843E)].spotlighttriggerscript.active.OnGainLOS() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 05:25:08AM] error: Attempting to stop an invalid sound instance
stack:
    <unknown self>.Sound.StopInstance() - "<native>" Line ?
    [ (000E843A)].SpotlightScript.active.ClearSound() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightScript.psc" Line ?
    [ (000E843A)].SpotlightScript.active.warn() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightScript.psc" Line ?
    [ (000E843E)].spotlighttriggerscript.StartDetect() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line 306
    [ (000E843E)].spotlighttriggerscript.active.OnGainLOS() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 05:25:14AM] error: Attempting to stop an invalid sound instance
stack:
    <unknown self>.Sound.StopInstance() - "<native>" Line ?
    [ (000E843A)].SpotlightScript.active.ClearSound() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightScript.psc" Line ?
    [ (000E843A)].SpotlightScript.active.Alarm() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightScript.psc" Line ?
    [ (000E843A)].SpotlightScript.active.warn() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightScript.psc" Line ?
    [ (000E843E)].spotlighttriggerscript.StartDetect() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line 306
    [ (000E843E)].spotlighttriggerscript.active.OnGainLOS() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?

In the ClearSound function, there are four checks for sound instances. In all checks, replace ‘>= 0’ with ‘> 0’. A sound instance of zero means that the sound did not play (for whatever reason). Thus, ‘0’ is an invalid instance too.

20873July 07 2016QuestsUnofficial Skyrim Legendary Edition PatchVilkas may attack the player character during Companion...NewWindows PCAxonisLowMedium Task Description

It’s possible for Vilkas to attack (and kill) the player character during the training quest. While this video is obviously from a modded game, the bug can be reproduced in vanilla by setting a (much) higher difficulty setting.

This should obviously not happen because there’s plenty of dialogue to support that Vilkas doesn’t want to harm the newcomer.

I have found two ways to deal with this issue. The first is to edit the csHumanMelee_AllD [CSTY:000A34EE] combat style and set the defensive mult to 2.0 instead of just 1.0. This worked well in Requiem and in my game Vilkas never attacked me anymore.

We still had reports of him attacking players however, so I had to add a second safeguard. This is done by assigning Vilkas a perk that nullifies his damage output during the training mission, during which Vilkas doesn’t seem to attack anything else but the player. So even if he acts evasively, there’s no damage done.

Proposed fix: http://afkmods.iguanadons.net/index.php?/files/file/1815-prevent-vilkas-from-killing-the-player-character/


20863July 05 2016QuestsUnofficial Fallout 4 PatchHere there be Monsters pipboy objectives display issueNewWindows PCLowMedium Task Description

The quest objective “Investigate the Submarine” either never, or in some cases, doesn’t ever get checked off in the pipboy’s list of quest objectives.

This has no bearing on quest progression, but is rather odd.

20858July 05 2016QuestsUnofficial Fallout 4 PatchA New Dawn after minuteman endingNewWindows PCLowMedium Task Description

After completing nuclear option with minuteman, and not hostile towards BoS, A New Dawn quest won’t start. You can start it via console, and there is audio regarding the choose for the minuteman to destroy the institute, and you can be promoted to sentinel normally.

20857July 05 2016TextUnofficial Fallout 4 PatchLegendary mutant hound named wronglyNewWindows PCLowMedium Task Description

When facing a legendary mutant hound, the name is displayed as glowing mutant hound, followed by the star at the end of the name. Despite this, they don’t glow at all.

20854July 05 2016PapyrusUnofficial Fallout 4 PatchTrapMonkeyTriggerScript - Animation graph errorsConfirmedWindows PCSclerocephalusLowMedium Task Description

Pretty much the same stuff as with BirdCritterScript and SpotlightScript (before they were fixed).

20852July 05 2016QuestsUnofficial Fallout 4 PatchAirship down-quest (infiltrate the terminal waypoint no...NewWindows PCLowMedium Task Description

so after I was transported to the airport in the quest airship down, it told me to infiltrate the terminal, but when I enter the terminal(airport terminal, not computer terminal) nothing happens the waypoint doesn’t complete and tell me to destroy the generators like I’m supposed to ( I watched a video) because it is supposed to tell you to destroy three generators right after you enter the terminal but even if I’m standing right on the market it doesn’t say that I’ve done that ... it’s the last mission on the institute storyline and I’m quite annoyed, I’ve tried everything to try and fix it besides starting a new game, I’ve went back to saves almost 10hrs before and it still happened.

20838July 04 2016ItemsUnofficial Fallout 4 PatchSupermutant chains can be worn by the playerNewWindows PCLowMedium Task Description

Title pretty much says it all. They are missing the “playerCannotEquip” keyword.

20829July 03 2016PapyrusUnofficial Fallout 4 PatchREChokepointTrigger - attempting to start event scoped ...NewWindows PCSclerocephalusLowMedium Task Description
[07/03/2016 - 02:02:51AM] error: REChokepointCT03 (0018A6B9): attempting to start event scoped quest outside of story manager.
stack:
    [REChokepointCT03 (0018A6B9)].rescript.SetCurrentStageID() - "<native>" Line ?
    [REChokepointCT03 (0018A6B9)].rescript.setStage() - "g:\_F4\Art\Raw\ScriptsMilestone\Quest.psc" Line 174
    [ (0005745B)].REChokepointTriggerScript.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\REChokepointTriggerScript.psc" Line 6
20828July 02 2016MeshesUnofficial Skyrim Legendary Edition PatchLeigelf's BeardNewWindows PCLowMedium Task Description

http://steamcommunity.com/profiles/76561198147535751/screenshot/273973867880279460

Leigelf’s, and probably anyone with this beard doesnt connect to his face correctly on the right side. (HumanBeard42)

This particular issue is because of Leigelf’s chin and cheekbone configuraton.

20826July 02 2016Settlements & WorkshopsUnofficial Fallout 4 PatchGraygarden Robots Never MoveNewWindows PCLowMedium Task Description

At Graygarden, there are a few robots inside the greenhouse farming, and a three robots outside farming. If you remove the crops outside, however, the robots outside never stop performing their farming animation.

I have tried planting new crops inside the greenhouse and assigning the robots to them. They assign perfectly, and they produce food. However, they stay outside, pruning and farming invisible plants. No matter what you do, you can’t move them anywhere else. This restricts where you can build.

These are the robots in question:

000fdee5 (Mr. Handy)
000f1495 (Supervisor Green)
000fdee4 (Mr. Handy)

20825July 02 2016Settlements & WorkshopsUnofficial Fallout 4 Patch4-story elevators have lots of bugsNewWindows PCLowMedium Task Description

Unlike all other elevators, 4-story elevators don’t snap to anything (however, floors do indeed snap to it).

The big bug is with buttons. The elevator control buttons disappear once you log off the game. They actually get sent to the 4th floor–wherever the elevator is. So, for example, if the elevator is on floor 1, the control buttons appear on floor 4 (with no elevator, so you can’t get to them). If you call the elevator from the 4th floor, the buttons move up 4 floors into the sky and hover there.

You can scrap the elevator and start over, but the next time you log into that settlement, the issue is back.

See this thread on bethesda.net for pictures and more complaints: https://community.bethesda.net/thread/37793

20818July 01 2016QuestsUnofficial Fallout 4 PatchCastle Mirelurk Queen not SpawningNewWindows PCLowMedium Task Description

As professional and staggeringly detailed as this sounds, its pretty straight forward, the queen at the castle doesn’t spawn. This certainly isn’t a case of “already dead syndrome” as I’ve never traveled to the castle before. This ends up being a significant bug as i cant progress with the minutemen in any capacity as a result. It is theoretically possible that she’s simply spawning in some astronomically random location... which, frankly, would be just as bad. Perhaps the problem lies with her spawn marker, i can’t be any kind of sure.

20814June 30 2016QuestsUnofficial Fallout 4 PatchCannot fly to PrydwenNewWindows PCLowMedium Task Description

I am not talking about the quest called ‘Show No Mercy’. I have to report to Paladin Danse because I finished the Lost Patrol quest. However. I also completed talking to Danse’s goons and the mission of ‘Shadow Of Steel’ started. So Danse is on the Vertibird on the roof of the Cambridge station. I cannot board the Vertibird. There is no prompt.

I have tried everything I can think of. Saving, reloading, rebooting. Hell, I can even shoot Danse OUT of the Vertibird but all he does is yell at me and get back in.

Please help. You are my only hope. Bethesda is clueless. I have your current patch mod for Xbox one but it does not fix the problem. I am hoping you guys fix this problem in the next patch.

20804June 29 2016Settlements & WorkshopsUnofficial Fallout 4 Patchinvisable stuff and crashes when trying to store item p...NewWindows PCLowMedium Task Description

so my problem is this right now im in my settlement and i have more people than food because of a mistake i guess anyway the problem is that i cant assign any of my settlers to anything and when i remove the store the crops they it still says the crops are their but they are invisible after storing them so i try to store the invisible crops that are not supposed to be their but when i do my game crashes and when i try to plant new ones and try to assign my settlers to anything i need them to do they just say ok but i never get the this resource has been assigned and no green fallout boy to tell me they were assigned so if you can please fix the crop and assign settlers bug as soon as possible please and thank you

20801June 28 2016Settlements & WorkshopsUnofficial Fallout 4 PatchLogic Gates Don't Recognize Diverted PowerNewWindows PCLowMedium Task Description

Logic gates are already confusing in Contraptions Workshop, but a serious bug makes them even more so.

In order to get a logic gate to work, you must first power it from two power sources to the red terminal. The gate then does calculations to see if the incoming power meets the criteria of the gate before passing power through the black output terminal.

Fine.

The bug happens when you use any object to divert power directly from any one of the incoming power sources. This confuses the logic gate, and breaks it.

For example, let’s say you have an XOR gate. (The XOR gate requires that exactly one input has power). You power two switches, and then you hook those switches directly to the red incoming power terminal of the XOR logic gate. It works perfectly–when any one switch is ON, power flows through the black output. When both are on, or both are off, power does not flow.

But let’s say you want to clean up the wiring of your house. So you divert power from switch A through some conduits before delivering it to the input of the logic gate. Suddenly you find that the gate no longer works. The set up is exactly the same–incoming power is coming from two and only two sources–switch A and B. But now that switch A passes power through a conduit before delivering it to the logic gate, the gate gets confused, and does not recognize it.

This is a huge bug with logic gates that will frustrate players who think they understand how the gates work, only to be disappointed when trying to actually use them.

20799June 28 2016ItemsUnofficial Fallout 4 PatchRandom Encounters - Owned Containers at CampsitesNewWindows PCh0seLowMedium Task Description

Something is definitely not right with item containers, that acts in the random encounters at campsites.

Sometimes these containers are OWNED and the only way to take something from it is to STEAL, sometimes these are NOT OWNED.

This happens for the same type of random encounter.

Probably, there’s no re-initializing of a particular campsite before the next encounter or campsites has been screwed up initially. I don’t know.

This happens even you are encountering just MINES at the campsite.

Just see a bunch of screenshots. On all screenshots the type of random encounter is the same: scavengers killed by synths.

Savefiles

Screenshots:

https://postimg.org/image/tnjl5qqqv/

https://postimg.org/image/e5w321k9z/

https://postimg.org/image/632i4gp2f/

https://postimg.org/image/owob1gnaf/

https://postimg.org/image/f373onl5z/

https://postimg.org/image/94taef27b/

I’ve post it here also: https://community.bethesda.net/message/172708

20795June 27 2016QuestsUnofficial Fallout 4 PatchPreston Dialogue LoopNewWindows PCLowMedium Task Description

After finishing the main quest line, if the Institute is destroyed and the evacuation order not given, Preston will become stuck in this conversation loop where all he talks about is the destruction of the Institute. It’s not affinity related. He can be moved from one settlement to another, but he can’t be used as a follower (only because he won’t say anything other than a few setences about the final quest). I was wondering if perhaps there is a way to fix this?

20791June 27 2016Perks & StatsUnofficial Fallout 4 PatchFood buffs becoming permanent in survivalNewWindows PCLowMedium Task Description

I’ve noticed in survival mode that the buffs from food in survival mode can sometimes end up being permanent. I’m not exactly sure what it is that causes this, I’ve heard that it can happen if you go to sleep with a bunch of buffs active, but I don’t know for sure because I don’t usually notice this until hours later. For example, my character has three strength so his carry weight is normally 105. So occasionally, I’d eat a grilled radstag to increase it 130. But at some point, about 10 hours in, I’ve noticed that my carry weight is a bit higher than normal as I also wear pocketed armor. So I take the armor off and see that I don’t have any active buffs or perks or anything like that that could increase my carry weight, my strength is still at three, but for some reason, my character still has a carry weight of 130, without the grilled radstag in the active effects section.

I’ve noticed that it also happens with food that increases your special stats such as deathclaw steaks as today, I saw that I had seven agility rather than the usual six and I don’t have any equipment adding to my agility and I wasn’t well-rested or had any agility related buffs, so I guess that bug is affecting my agility. But as far as I know, it doesn’t seem to happen with chems but I personally don’t use chems that much so I don’t know about that. When I looked online, it seems like people have had trouble with this bug since the survival beta.

I’d be really appreciative if this could be fixed because I’ve restarted several times because of the experience feeling somewhat cheaper because of this bug.

20788June 26 2016Settlements & WorkshopsUnofficial Fallout 4 PatchIrregular building snappingNewWindows PCLowMedium Task Description

The Wood, Metal, and concrete items all snap together interchangeably with no issue. The Barn, warehouse, and scaffolding do not. Some things snap together the first time, and then a second does not snap. Getting a 2 storey barn using high wall with a wood upper floor in between and a concrete roof does not really work correctly, and I can see no resaon it shouldn’t. Sepscially if I use a 2 storey metal wall with a wooden upper floor in between and concrete roof I have no issues whatsoever. Also using the scaffolding ladders on anything except scaffolding fails. I think it should work as I can use the barn ladder on a wooden floor, or the concrete ladder on a metal roof. In short all reasonable items should snap together; wall to floor, roof to wall, ladder to roof or floor.

20771June 24 2016QuestsUnofficial Fallout 4 PatchFred O'Connell is dead but appears as random encounterNewWindows PCh0seLowMedium Task Description

It’s possible to meet a travelling merchant, name is Fred O’Connell, who marks Vault’s 81 location at your map.

According to VDSG, this is a so-called “Traveling Vault Merchant” random encounter:

https://community.bethesda.net/servlet/JiveServlet/downloadImage/2-166474-211045/Fred+OConnell+-+VDSG.png

The problem is: this NPC is ALREADY dead, he’s a part of “Human Error” quest, he’s a leader of “missing” Stockton’s caravan. Moreover, he is listed as caravan leader in the Caravan details note received from Honest Dan as part of the “Human Error” quest in Covenant.

At caravan’s spot:

https://postimg.org/image/udzelt05t/

Random encounter:

https://postimg.org/image/wwl3mhlw1/

I’ve managed to get a video of this AWESOME bug.

See and enjoy!

Video (no cut): https://community.bethesda.net/external-link.jspa?url=https%3A%2F%2Fdrive.google.com%2Ffile%2Fd%2F0B1YeE6brfXGpZnBDWDQwVHlNUTg%2Fview%3Fusp%3Dsharing

Also, a savefile: https://community.bethesda.net/external-link.jspa?url=https%3A%2F%2Fdrive.google.com%2Ffile%2Fd%2F0B1YeE6brfXGpaW9IbTRuTGhmdEU%2Fview%3Fusp%3Dsharing

Game version: 1.5.416 vanilla.


This bug is also posted there: https://community.bethesda.net/message/166474

Actually, I don’t think this is something, that may be fixed by the community. However, let it be in here also. Maybe there’s some evidence or something inside the scripts, that might shed the light on the correct behaviour.

20767June 23 2016Perks & StatsUnofficial Fallout 4 PatchRevamped Survival Perception Stat Bug on Xbox 1NewWindows PCLowMedium Task Description

I have been playing the game for a while now on the revamped survival mode. My character is level 67 with all ten ranks in each of the 7 SPECIAL stat perks. Once I had reached rank ten with my perception I had gone out to collect the bobble head to push my stat up from 10 to 11 however when I did collect the bobble head and checked I found that my Perception read (-)2. I reloaded from the last save and checked my stats to find without the bobble head my Perception read (-)1. This is all wrong. I’ve looked up how this could occur and found two possibilities. The first one was a debuff caused by concussion (Crippled Head) and could be fixed by re-crippling the head and then healing, unfortunately this did not work. The other possibility is that it was caused by a hunger/thirst debuff. I do recall VERY early in the game (Approximately at level 5) I had grown hungry/starving and thirsty/mildly dehydrated which would have pushed my perception below 0 at the time. My best guess is that the hunger/thirst debuff pushed my perception past 0[Showing as(-)1] causing it to never properly recover. I ask that you PLEASE try to give this bug a fix. You’re UFO4P is my only hope at this point.

20760June 22 2016ActorsUnofficial Skyrim Legendary Edition PatchRavenrock Miners activated after The Final Descent clus...NewWindows PCLowMedium Task Description

Four miners (Evul, Meden, Naris & Tolenos) are activated after The Final Descent when the mine in Ravenrock is restored.

The Miners’ only package which all of them use is “DLC2RRMinerWorkPackage0x0” which is a multiple location package which is suppose to be random.

However, the miners all go to the same location within the mine when they use this package and each sandbox area only have two special furniture markers which means that two of the miners will stand around doing nothing at all times. The areas they go to are also often small it becomes very tight with space.

Perhaps the package can be made even more random so that the miners aren’t guaranteed to be at the same place at all times as they switch shifts.

20754June 22 2016ActorsUnofficial Fallout 4 PatchAutomatron robots cannot act as merchantsNewWindows PCLowMedium Task Description

Automatron robots cannot act as merchants, even though you can set to shops, because they don’t have dialogue options for that. Moreover, I’ve seen many times how idle robots (without any tasks) occupy free (without a settler) shops and sit there for hours. I think Bethesda wanted them to work in shops too, but forgot about dialogues part.

20753June 22 2016ActorsUnofficial Fallout 4 PatchAutomatron robots reset to default state outside of set...NewWindows PCLowMedium Task Description

If you create a robot, give it a few upgrades and then set him as a provisioner between settlements, after some time it will lose all upgrades and return to the default state. By default I mean protectron without any upgrades, all newly created robots look like that.

I’ve seen it many time with provisioners, but not with other robots that stay inside settlements all the time, so I believe it happens because robots reset together with cells, while settlements never reset.

20741June 21 2016QuestsUnofficial Skyrim Legendary Edition PatchMG03EndScene never runsNeeds User FeedbackWindows PCPrinceShroobLowMedium Task Description

This scene is supposed to start when the player arrives in the Hall of the Elements after retrieving Urag’s books. However, it’s started at stage 60 by the QF, and since the first action has no conditions, it runs to completion immediately.
If this is fixed, J’zargo’s package in this quest needs to be conditioned so that he doesn’t run back to the College if he’s the player’s follower.

20739June 21 2016ItemsUnofficial Fallout 4 PatchGatling laser empty when power armor fusion core deplet...NewWindows PCLowMedium Task Description

When power armor fusion core depletes and is replaced with another, gatling laser shows 000/000 ammo. Then you are unable to fire it with “Missing required ammo” message, until you unequip and reequip it. For me it hapens with repair bobblehead and at least one level of Nuclear Phisicist perk.

20736June 20 2016Placed ReferencesUnofficial Fallout 4 PatchElevator at General Atomics Galleria is missing a linke...NewWindows PCSclerocephalusLowMedium Task Description

RefID of SimpleElevatorMaster object is 00157A86. It’s missing a link (with LinkCustom05 keyword) to a reference that’s used to play sound from. As a result, it throws two errors in a row: (1) when trying to play sound from a none object, and (2) when trying to stop the instance of the sound that never played:

[06/20/2016 - 12:47:07PM] error: Cannot play a sound from a None object
stack:
    [ (001133D0)].Sound.play() - "<native>" Line ?
    [ (00157A86)].simpleelevatormasterscript.WaitingForActivate.::remote_ObjectReference_OnActivate() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\SimpleElevatorMasterScript.psc" Line 178    
[06/20/2016 - 12:47:22PM] error: Attempting to stop an invalid sound instance
stack:
    <unknown self>.Sound.StopInstance() - "<native>" Line ?
    [ (00157A86)].simpleelevatormasterscript.WaitingForActivate.::remote_ObjectReference_OnActivate() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\SimpleElevatorMasterScript.psc" Line 184

The script notes suggest that this is a required ref (the keywords for these links are all listed as required properties on the script), so this appears to be a setup error of that specific reference rather than a script error.

20721June 20 2016PapyrusUnofficial Fallout 4 PatchPowerArmorFXScript - cannot play a None impact effectNewWindows PCSclerocephalusLowMedium Task Description
[06/20/2016 - 03:14:01AM] error:  (FF0133B1): cannot play a None impact effect.
stack:
    [ (FF0133B1)].ObjectReference.PlayImpactEffect() - "<native>" Line ?
    [Active effect 1 on  (FF013366)].PowerArmorFXScript.OnAnimationEvent() - "g:\_F4\Art\Raw\ScriptsMilestone\PowerArmorFXScript.psc" Line 43

This script (attached to PowerArmorPerkEffect) is missing a value for its PowerArmorHeavyImpactSet property.

20715June 19 2016PapyrusUnofficial Fallout 4 PatchDN131_RETriggerManagerScript - Assigning None to a non-...NewWindows PCSclerocephalusLowMedium Task Description
[06/12/2016 - 04:04:12PM] warning: Assigning None to a non-object variable named "::temp0"
stack:
    [ (00247349)].DN131_RETriggerManagerScript.Ready.OnUnload() - "<unknown file>" Line ?
[06/12/2016 - 04:11:20PM] warning: Assigning None to a non-object variable named "::temp0"
stack:
    [ (00247349)].DN131_RETriggerManagerScript.Ready.OnUnload() - "<unknown file>" Line ?
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